OK, I'll be serious about this topic now that I've been a naughty boy by inspiring misunderstandings with my cheap sarcasm.
In all seriousness, I love the mantra, "if you build it, they will come." Nobody wants a build-ups. In my culture, that means someone who is all talk but no play. Make a good game, and don't worry about whether 5 or 5000 people play it. Then and only then, if you want more players, do you market your game. Too many developers market their game before it even has gameplay. I admit, to some extent I do this sometimes by posting screenshots of games that I most likely will never finish. But I think that's a different case; people like seeing strange screenshots, or at least I do.
When "promoting" my game (the thought of which makes me want to puke even when thinking about it, but if I were), I think about what I want. And then I make what I would want someone else to make, and I market it how I would like other people to market it.
That is:
1) I want the screenshots to do the talking. I want interesting pictures that make people go, "Oh wow, this guy's doing something different from everyone else."
2) I want a promise of a short game, because I have precious time. That's why I put "Duration: ~15minutes" on my gamepage. Part of my design philosophy is that I don't want to waste anyone's time, because I hate my time being wasted as well.
3) I don't want to waste people's time with meaningless words. I probably took this to the extreme with my project, just stating "it's a puzzle game." That's all they need to know. Pure and simple. There's nothing more to it.
4) I want a big fat download button that goes "here I am, plain and simple. Click me and the game will download."
I don't like having a huge list of features because I don't like boasting about my game. I'd rather the game speak for itself than have you talk it up.
As for networking, I do more of that on RPGMaker.net than I do here. Basically, they play my games because I play and review theirs. But I play more games on RPGMaker.net than I do here. The way I got more integrated with the developer community was through a chat channel for RPGMaker.net, and also posting a status saying, "This is my Skype, anyone who wants can add me." (BTW, my Skype is "cashycat" if you want to add me.) Then some developers I didn't know very well added me, but also some notable and prominent developers added me, and I got to speak with some developers I really admire, even for a little bit.
But in the end, each model is different. I've seen first-time developers make better games than me. They aren't connected in the community, which proves you don't necessarily need to be involved with other developers to make a great game. But it sure helps. These devs often end up being integral to the community's workings in the end. Plus, you get friends.