You both, somehow, are replying as if I said something I didn't. My point is that if what Gribble said is true ("I still think people aren't quite understanding what Dreams actually is"), then the marketing team is at fault. It's one thing to have a game that's hard to explain or where the appeal or core concept are hard to communicate, which is a very good point. It's another when this game has had years and years of exposure.
Quite frankily I think the marketing for the game has been pretty decent/good with only a few hiccups, and I also think most people do understand what the game "actually is". I just think most people don't care; it's a niche game. Many people know about Dreams, most just don't have a reason to be invested yet. Which is why I said that if many people "aren't quite understanding what Dreams actually is", it's a fault of the marketing team, because it's actually gotten a lot of exposure - yet if that was an issue than the problem would be how the game has been relayed to the audience.
Me personally, I'm casually excited. I think it looks like a good game but I'm not good at turning an idea in my head into reality. I do however look forward to seeing what can be done with it.
The thing about Dreams is that whatever (and I truly mean whatever) asset you need, you’re almost guaranteed that someone else has created that asset and published it. That right there makes creation as easy as cake
Predicted 15+ million lifetime-sales for God of War: