Isidor SelectionCriteria before scores

Small Studio

Reading a Store Page as Evidence, Not as a Claim

The honest-listing criterion compares what a store page promises with what the game delivers. That means treating marketing copy as a statement to be checked, never as a description of quality.

An “honest listing” criterion is unusual because it evaluates two documents against each other: the store page and the game. Neither is a neutral source. The store page exists to persuade; the game exists to be played. A record that quotes marketing copy as a description of quality has confused the two.

Separate claims from atmosphere

Most of a store page is atmosphere — adjectives, genre tags, a sentence about a feeling. A small portion consists of claims that can be checked, and that portion is the only material a listing criterion can use.

Checkable claims include:

  • the number of levels, chapters or puzzles stated
  • the listed platforms and languages
  • the stated play modes: solo, co-op, local only, online
  • the listed control methods
  • the presence of a level editor, hint system or accessibility options
  • system requirements, where stated

Everything else is either a preference (“charming”), a genre classification, or an aspiration. Those are not defects; they are simply not evidence.

Screenshots are the highest-risk element

Screenshots are where listings most often mislead, and where the mismatch is easiest to demonstrate. Three questions make a screenshot finding factual:

  1. Is this state reachable? If a screenshot shows a mechanic that the game does not contain, that is checkable.
  2. Is it representative? A single screenshot from a tutorial versus the mid-game screen is a framing choice. A record can say which states are shown and which are not.
  3. Does it imply a feature set the game lacks? A shot of a four-player board on a game that ships single-player only is a concrete, quotable discrepancy.

Video is harder to assess honestly because a trailer is explicitly edited. The criterion should limit itself to claims, not to cutting rhythm.

Requirements are claims too

Where a game is delivered as a web build, the plausible promises are technical rather than dramatic: that it runs in a browser, that it works on a phone, that a keyboard is enough.

Two of those collide with standards a record can cite. The W3C’s Reflow criterion requires content to be usable without two-dimensional scrolling at a width equivalent to 320 CSS pixels, with an exception for content that genuinely requires two-dimensional layout. A game that advertises phone support and requires a wide screen in portrait fails a check that is written in the store page’s own terms.

Similarly, if the page lists “keyboard support”, the accessibility guidance’s basic motor tier is the natural companion: interface areas reachable using the same input method as gameplay, and controls as simple as possible. A listing promising keyboard control, on a game whose menus require a pointer, has a documented gap.

The genre claim is the quietest mismatch

Wikipedia’s account of puzzle video games centres the category on problem-solving rather than reflexes. A game that lists itself as a puzzle game while its difficulty comes entirely from reaction time is not lying in a way anyone can sue over, but it is a listing mismatched with the reader’s expectation of the term.

The honest-listing finding should be careful here. It can say: the page describes the game as a puzzle game; the progression is gated by timed input; a player seeking deduction-based puzzles would find a different activity. That is a factual mismatch, described without moralising.

Contrast with what the game says about itself

An underused source is the game’s own in-game help, which frequently disagrees with the store page. If the in-game tutorial says “solve each level before the timer expires” and the store page says “take your time”, the contradiction lives entirely inside the product and can be quoted from both ends.

This is also where usability practice is relevant. Wikipedia’s article on usability testing frames the method as evaluating a product by testing it with representative users, the premise being that assumptions built into a design are invisible to its makers. A store page written by those same makers inherits the same assumptions, which is why the page’s promises and the game’s behaviour drift apart without anyone intending it.

How to write the finding

Keep it to a short comparison table with three columns: the claim as written, what the game shows, and whether they agree. Then a sentence of summary.

  • Agree — no finding; the criterion is met for this item.
  • Partial — the claim is true under conditions the page does not state.
  • Contradicted — the game does not do what the page says.

Only the third category is a defect in the strong sense. Everything else is a note that a reader would want before deciding whether the game is for them, which is the actual service an honest-listing criterion provides.

What the criterion must not become

It must not become a review of whether the game is good. “The page oversells the fun” is not a finding; it is an opinion about enjoyment. And it must not penalise a small studio for a plain page. A plain page that is accurate scores full marks on honesty, and the criterion exists to reward exactly that.

Sources

Written for: A designer or judge who wants to check whether a small game's store page describes the game accurately, and who keeps confusing marketing language with verifiable claims.

AI assistance recorded as: AI draft, not edited. Review status: approved.