As for defining a market, I think they've got a clear idea who they're gunning for and I don't see why they've failed in the creative process. When you've got no clue about your market other than to say EVERYONE PLZ LOVE US and then proceed to focus group the shit out of your product, you fail creatively. Whatever team he has needs to be creating a game they love and can get behind. They've creatively failed only if their lone intention is to make profit and proceed to shit out a husk of a game. We'll see.
Is the opposite of not targeting a specific market trying to target every market? I would disagree. Time and again I've seen the success of products that are at least somewhat, if not mostly creative endeavors, succeed because they create a new market. The problem with targeting anything market-wise is your best efforts, like if you're a super-pro, you can only successfully target today's market (and still, doesn't seem easy). And by the time the product gets released? Great job, you've successfully targeted an outdated market.
I guess it's not about semantics, so much as my belief gamers have always been the worst enemies of gaming. The same way audiences who are outside the creative process are often in that same position. Markets and audiences and readers and viewers and anyone consuming a creative product are great at looking back, but in generally are pretty shit at looking forward.
I guess what I'm saying is that I agree it's fun to dick around talking about the past and pondering the future, but I believe the best thing Brad and Co. can do is ignore the shit out of us. Let their experiences and passions both actively and passively inform what I believe is a highly creative process more akin to the Arts than Industry. Basically, they have to let themselves make the game they want to make, that only they can make, that they can't help BUT make.
There's more ways to fail making a good mmorpg than trying to please everyone, despite that being the most blatant example in recent years. If they go into it trying to please anyone but their own artistic egos and pride, they'll turn out soulless shit. If they don't already have enough input and experience and data and ideas to inform their creative and professional process then it's gonna be Vanguard ugly.
And I'm not saying we shouldn't armchair dev all day long and talk about greater ramifications on the industry, etc. I just hope Brad is too consumed in development to pay us any attention.