I, for one, attribute most of these poor marketing decision to just the industry itself going through growing pains. The gaming industry has grown at a prodigious rate, but the marketing mechanism and sophisitication has not yet caught up with it yet.
Why?
1. the lifecycle of gaming products are generally much shorter than say, traditional industries. Most games are forgotten in a matter of months, and within a matter of a year or two are generally gone from the public consciousness. (The exception being sequels)
2. processing the amount of information to make truly sophisiticated marketing decisions takes a lot of time and a lot money.
3. gaming industry research and gaming academia are still by comparison in it's infant stages. The article talking about Zynga and social gaming last week allude to an important fact: most game publishers out there have never actually gone ahead and performed truly comprehensive market research, relying mostly on traditionally developed and confirmed markets as their targets. A lot of social gaming devs are now starting to collect matrix on the subject but it is still for the most part, just a small corner of the entire picture.
Points 2 and 3 are particularly important since the implication is that research companies out there specialized in the gaming industry have yet to truly mature and assimilate everything into the marketing model.
i.e. if you talk about the auto industry, you can see that each individual vehicle released by each individual company probably has an entire market analysis behind it that talks about not just spending habits and feature lists, but more on the notion of lifestyle choices, customer emotional values, and a whole host of other factors that can go VERY indepth.
But look at what 99% of the games out there, and generally the emotional value delivered from one to another are more or less similar to one another. They are still sitting on crunching numbers as opposed to synthesizing that with emotional impact.
Incidentally, this is also why gaming narrative is often awful and game publishers will favor sequels over original content. they just don't have enough to go on.
Focus grouping, laugh all you want, is actually an entirely valid way of getting feedback on a game. But more often than not, it is not used extensively enough.
And I'm not even sure most game publishers would ever run a test marketing before launching a product.