I've actually been working to convince the CEO of the startup I'm at to take a more proactive role on customer engagement. Even when done poorly or infrequently, it's an incredible marketing tool. Customers tend to understand how valuable CEO time is, and they react incredibly positively to even limited comment.
Frankly, I think you (Brad) in particular do an excellent job of marketing your games and that part of the success comes from your willingness to dive right in.
Now, that's not to say I don't think there are boneheaded decisions made (Elemental Army in particular) but overall the direction is excellent.
One of the big advantages of direct and frequent engagement with customers is the flexibility it gives you when you screw up. When customers keep in mind that there are actual people making the product, as opposed to a monolithic corporation, it tends to generate a willingness to cut the company some slack when a failure occurs. That lets you attempt to maximize good outcomes, rather than forcing you to attempt to minimize bad ones. A secondary element of customer engagement is a willingness to expend significant resources on rectifying issues with long term support of products. Valve was a real pioneer in this area, but companies like Stardock and Paradox have made it a key selling point for their games; it might not be perfect at release, but it'll be excellent in a few years.
Blizzard is a great case in point. Their entire reputation is staked to making excellent games. That's led them to become incredibly conservative; if a game isn't perfect, they cancel or delay it. The worry for them is that if they lose their reputation, they'll also take a significant hit to market share on their next release, hurting them in the future. They handle this in part through demonstrated dedication in patching, which gives them some brand durability, but it's something that's always at the back of their minds, hurting innovation.
Creative Assembly is another excellent study. The release of Empire Total War poisoned their community, and led a number of fans to view future releases in a negative light. Since they engage poorly, if at all, with the community, they've had little chance to bounce back. That one poor release simultaneously guaranteed that future games would have their acceptable quality bar raised, while lowering the tolerance of the fan base to even minor irritations in game design or play. Furthermore, they entirely lack a reputation for long term support of their products. Not a positive outcome, and one that is almost certain to have an impact on the profitability of the company as a whole in the medium term, unless they drop out an incredible game with Shogun 2.
Paradox is a case in the other direction. Direct, regular and extensive community engagement meant that even games that were poorly received (at least on release), such as Victoria 1 & 2, Rome and HoI3, have scarcely damaged brand value. Another significant source of brand durability is the demonstrated commitment to long term support of products; the V2 release was poor, but most players stuck around for V2 1.2, which dramatically improved things, and are generally positive about the future of the game. Same for HoI3. It's also clear that there is a strong bias in favor of innovation, what with the sheer breadth of categories their first and third party games catalog spans.
So, yeah, in the end community engagement and a reputation for extensive post release support are essential elements in creating brand durability for gaming companies. Brand durability allows significantly more innovation and a more tolerant fan base. It might not maximize short term profits or be an entirely effective use of every second of the CEO's time, but it's an incredible tool for ensuring the survival of a gaming company in the face of the inevitable poor release.
Since Stardock was one of the first companies to make brand durability a major element of its goings on, and since you (Brad) appear to have been a leading force in that early recognition and implementation for the company, Stardock and you deserve a lot of credit.
Now just can the "woe is poor little me, nerds are pissing in my cheerios!" journal posts and you'll get the Achievement "Marketing God".