You can optimize your game for profit or for social impact, but you cannot do both.
In the mid 2000s there was a debate in the industry on video game box covers. The box covers all looked the same: generic white male protagonist / same stance with a gun.
There was a reason the marketing departments did these box covers: they had an audience they were chasing, and the market research said that this style was the best selling. Their job was to sell as many units as possible.
We started to see criticism in the press and forums about the box covers being the same. At some point in the early 2010s/mid 2010s there was a discussion in the marketing departments about the need to move away from this.
However, the need to move away from this wasn't based on market research for what the existing audience wanted, it was based on a desire to expand the audience and improve social impact.
By this time many more girls were playing games, many more regions around the world were playing games, but not necessarily these games.
Tomb Raider's audience didn't suddenly expand because we changed Lara Croft's look from large pixellated breasts to a more sleek physique.
The market did in fact expand, greatly. Many of the new gamers (gender, region) were on phones, and were playing different kinds of games than AAA packaged disc console products. Facebook's first canvas games famously brought in a lot of soccer moms to play Farmville.
So for AAA, packaged disc console games, we entered into a bit of a conundrum where we thought market expansion was happening to us and we could forcefully expand this market through marketing initiatives that moved away from cliches.
I do not believe that this was successful.
We have seen more girl gamers come into console in the last 15 years than the prior 15 (console is now only 59% male), but CoD is still famously a male base (67% male), and it's hard to say that the core audience has overwhelmingly shifted for packaged AAA, and regional concentration remains massively dominated by US followed by Europe and Japan.
The rest of the world (China, SE Asia, LATAM, Africa) all went mobile.
Marketing departments for consoles working on shooters would be better served doing a deep analysis of who their core audience is and what they want, rather than trying to expand again. That fight is over. If there was an expanded audience for console shooters specifically, Fortnite already won it.
Asmongold expands on his “stop putting women in shooter games” take following the Gears of War drama