As the player,
If you have to ask, then you don't know.
If you don't know, then it makes no difference.
But to "unmask" the rhetoric, for curiosity sake: you would have encountered the gorilla (chance to surprise it), the pit trap (discovered easily enough), and all the footprints. I'd also have thrown in a wandering monster purely for how long the process would have taken and how much area was being combed, so you fight... *rolls die*... a giant anaconda (treasure: he swallowed a marauder carrying a satchel of dragon scales, a key, and some uncut gemstones). Also, pass a saving throw or wander into a swinging log trap I just decided to add. Meanwhile, the marauder group easily escapes pursuit - if you pursue their trail through the woods you eventually track them back out, losing them somewhere on the outskirts of the next hamlet. The trail is too cold and you have no idea where their hideout is.
The marauder leader, the one who called a retreat back to home base, is still a viable Quantum Ogre at my disposal. The party has no idea what he looks like, just that the last pillaged village described him as a towering demon-man, so he could take on whatever appearance I want. If I want him to communicate something in person, then he shows up as an interactive NPC (interrogated, changes sides, begs for life, dying words, etc.). If I want him to pass an item along to the party (key, password, magic item, will & testament, macguffin, etc.), then he can show up dead along their path, like so many others before him. If I want him to offer an interesting situation, or pose a threatening obstacle, or pull a total red herring mindfuck twist... he's tucked up my sleeve. The player's choices can limit the fields in which he can materialize, and perhaps even serve to delay or bypass an encounter with my QO, but ultimately I decide when he's out of play, not the players.
It's not like the players can't benefit too though - until a quantum ogre materializes, it is essentially formless, and therefore adaptable. Sometimes player choices can radically alter the plans that the DM had for the QO, not by throwing a wrench into them, but rather because it can give the DM time to craft a better Ogre, to dive in when it's most appropriate and tailor itself to the latest player activity.