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Hm...
Is that a cost saving move?
It's more about quickly ramping up and sustaining hype over a short period, then having the game in your hands before you know it. Basically, the Apple approach. The idea is to put the game/product in the customers' hands when interest is at it's peak. Long marketing campaigns can lead to hype fatigue and potentially a number of other issues.
With a short marketing campaign, you're showing off a game much closer to the final product and not early/marketing builds that may have graphics and gameplay that don't make it to the final release (and you avoid Watchdogging yourself
). You keep the gaming media engaged/busy - your game has front page material week after week. With long marketing campaigns, interest can wind down, and companies may wind up showing off more of the game than they'd like just to maintain a certain level of interest.
And I imagine there's some cost savings in there as well, depending on how much marketing material you'd normally generate for your games. DAI had a massive(-ly long) ramp up and because of that, there was little new to discover in the game itself.