Yes, worldwide marketing can get a not-very-good game more users than a great one. That's exactly my point.
I think we have very different definitions of what 'success' means for a player in a game like VMK, but all of that is way off topic here. My point is, and has been, that a game that was thrown together overnight is going to be less fun to play than one that was worked on seriously. And, that if you disagree, and are satisfied with a hastily constructed game, there are a wide selection of them already out there - there is no reason to insist that this game is the one. Either the developers will take their time and do it right, or the game - at best - will not be any more special than a Habbo or a Club Penguin (both of which took a lot more than six weeks to develop and still don't quite measure up) or a that-other-game, whose name will never again cross my keyboard.
And again, not that I agree with your three points, but how much money is or isn't spent on servers, how the game is marketed, what events are created for it and the 'ego' of the project manager don't have anything at all to do with the basic quality of the game. That's like saying that a Pinto being driven through Paris is better car than a Ferrari rambling around in Hoboken. You can always take the Ferrari up to Manhattan, but the Pinto will still be a Pinto whatever the scenery. A hastily developed game fully backed by a major corporation might be successful in spite of itself, but that won't actually make it a better game.