Fake Gameplay Ads Are Killing the Format — An Honest Argument
Everybody already agrees that advertising a game you did not make is dishonest. Agreement has changed nothing, because the people doing it were never persuaded by the ethics. So here is the argument on different ground.
In short
- The moral case against fake gameplay is correct and has failed. It asks people to accept a cost for a benefit that goes to strangers, which is not how a competitive market behaves.
- The real damage is structural. A fake ad sets the performance benchmark that every honest competitor is then measured against, so one studio's dishonesty becomes a cost imposed on everyone else.
- This is why the practice spreads without anyone deciding to be dishonest. A team that optimises against the numbers in front of them is pulled toward it by arithmetic, not by malice.
- The format is unusually exposed because it is interactive. A misleading video makes a claim; a misleading playable manufactures a memory of having done the thing, which is considerably harder to discount.
- The uncomfortable part for tool-makers, us included: the fake ad is usually the easier one to build, and that is a choice made by whoever designed the tool.
You have seen the ad. A character stuck in a tunnel, water rising, two pins to pull in the right order. A parking lot of cars that need untangling. A stack of blocks collapsing toward a pit. Played once, failed deliberately, followed by an invitation to try it yourself.
Then the install, and the game is a city builder with a timer. The pin puzzle exists as a minigame four hours in, or it does not exist at all.
Everyone in this industry knows this happens. Most people in it will say, without much prompting, that it is bad. And the volume of it has not meaningfully fallen, which should tell us something about the argument we have been making against it.
Why the honest argument has not worked
The standard case goes: the ad misleads a person, the person installs something other than what they were shown, that is lying, and lying is wrong. Every step is correct. It has also been in circulation for years without much effect, and it is worth being honest about why.
It asks a studio to absorb a certain, immediate, measurable cost — fewer installs this quarter — for a diffuse benefit landing mostly on other people. The person who was not misled is not their customer. The trust preserved is not theirs to bank. Framed that way, the ethical argument asks one party to pay for something everyone else consumes, and requests like that lose to a dashboard.
There is a second reason, less comfortable. A fake ad often works — not in producing good customers, which has been written about enough, but in the narrow sense that the number it was built to move goes up within days. An argument depending on the practice failing on its own terms loses to anyone who has actually run the campaign.
So the moral case is true, insufficient, and not the interesting one. The interesting question is why a practice everybody condemns keeps spreading. The answer is not that the industry is full of liars. It is that the incentive structure quietly punishes the people who refuse.
An argument that asks one studio to pay a certain cost for a benefit collected by everyone else is not an argument. It is a request for charity, and it loses to a dashboard every time.
The mechanism: a fake ad sets the benchmark
Here is the part that gets missed, and the reason this is a structural problem rather than a conduct problem.
A studio does not evaluate its ad in isolation. It evaluates it against what ads in its category achieve — the install rate, the cost per install, the click-through figure circulating as roughly what a decent creative does. Those benchmarks are handed down by nobody. They accumulate from what everybody's campaigns actually return.
Now introduce a fake ad. It advertises a mechanic more compelling than anything the real games contain, because it was never constrained by having to be true. It performs well, and its numbers join the pool that forms the benchmark.
The honest studio down the road runs a truthful ad for the product it genuinely built. It converts at a rate appropriate to what that product is. And in the dashboard, against a benchmark inflated by creative advertising an imaginary game, the truthful ad reads as underperformance.
Nobody told them to lie. The market simply informed them that honest work is below average, in the only language a performance team is fluent in.
The same decision, seen by the two parties who face it. Note that neither is behaving irrationally — which is what makes it a structural problem:
The studio running the fake ad
- Free to invent whatever mechanic converts best
- Bears none of the cost of building that mechanic
- Sees an immediate, visible lift in installs
- Pays later, in churn and reviews, often on a different team's report
- Has contributed a new benchmark to the category
The studio next door, telling the truth
- Constrained to the product that actually exists
- Bears the full cost of having built it
- Sees a conversion rate appropriate to a real game
- Is measured against a benchmark set partly by fiction
- Must now explain to somebody why the numbers are soft
This is the whole argument, and it reframes who the victim is. The person misled by the ad is harmed, certainly, and that harm is real. But they are one person with one uninstall. The studio that refused to lie is harmed continuously, in every campaign review, by a standard it had no part in setting.
That is why the practice is corrosive rather than merely wrong. It does not just deceive players. It systematically disadvantages the studios doing the thing we would want them to do, and it does so through a mechanism nobody has to intend.
Nobody decides to make a fake ad
It is tempting to picture a meeting where somebody proposes advertising a game they have not made. That meeting mostly does not happen. The path there is gradual, and every individual step is a small, locally sensible optimisation that would be difficult to object to in the room where it was taken.
This matters because it tells you where an intervention has to sit. Appealing to the conscience of whoever approves the final creative is too late — by then the decision is between a principle and a number, and the number has evidence.
The drift, as it actually happens. No step is a lie, and the destination is still a lie:
Step one
Lead with the strongest real thing
The game has a puzzle component. The ad opens on it rather than on the city builder. Entirely legitimate — this is just editing.
Step two
Simplify it for six seconds
The real puzzle needs context the ad cannot afford, so it is cleaned up and made instantly legible. Still defensible; every ad compresses.
Step three
Test a variant that is not in the game
An experiment, framed as creative exploration. It is not shipped as truth, it is shipped as a test — and it outperforms everything by a wide margin.
Step four
The number becomes the argument
Killing the winning variant now requires arguing against measured performance. The case for honesty has become the case against results, which is a fight it loses.
Step five
The fake mechanic becomes the campaign
It scales because it wins. Nobody in the chain decided to deceive anyone, and the ad is now for a game nobody has built.
Step six
It enters the benchmark
Its performance joins the category average, and a studio with no involvement in any of this discovers their honest ad is now below par.
Why this is worse in a playable than in a video
A misleading video makes a claim. You watched footage, the footage was not representative, and when the product disappoints there is a gap between what you were told and what you got. That gap is available to you — you can remember being shown something and conclude the showing was false.
A misleading playable does something else. You did not watch the mechanic, you performed it. You made the decision, you pulled the pin in the order you chose, and the outcome followed from your input. What you are left holding is not a claim somebody made. It is a memory of having done the thing.
Memories of your own actions are harder to discount than claims other people made, and they carry no label identifying where they came from. So the deception is not merely more effective, it is more durable.
Which means the interactive format cannot afford the level of fakery video has normalised — not because anyone external holds it to a higher standard, but because the mechanism does more damage per impression, and a format known for it gets discounted wholesale by the people it is shown to.
The end state this is heading toward
Formats do not get destroyed by regulators. They get destroyed by audiences learning to discount them. Enough fake gameplay and a playable ad stops being read as a demonstration and starts being read as a genre convention — the thing that always lies. At that point it no longer matters whether any individual ad is honest, because the discount is applied before the ad is seen. That is the loss, and it falls hardest on whoever was telling the truth.
What would actually change it
Given all of the above, exhortation is not a plan. If the practice is sustained by structure, only structural things move it. Four are worth taking seriously, and they are not equally likely.
Ordered by how much difference they would make, not by how easy they are.
- 1
Networks enforcing representativeness
The only intervention addressing the mechanism directly, because it operates where the benchmark forms. A network rejecting creative that demonstrates absent mechanics would change the arithmetic for everybody at once. Networks are also paid on spend, which gives this the clearest conflict of interest — and makes it deserving of its own argument rather than a line here.
- 2
Measuring creative on retention rather than installs
A fake ad wins on installs and loses on what follows. A team judging creative on day-one or day-seven behaviour finds the fake variant losing on its own numbers, with no appeal to principle required. This sits entirely within one studio's control, making it the most actionable item here and the most commonly skipped — it means a slower feedback loop than the one everybody is used to.
- 3
Treating the benchmark as contaminated
If category averages are partly set by fiction, comparing your honest creative against them means comparing against a number that describes nothing achievable. The defensible comparison is your own previous honest creative. This changes nothing about the market and a great deal about whether an honest team concludes it is failing.
- 4
Building the ad out of the real product
The one that sounds naive and is mostly logistics. An ad built from the mechanic that exists cannot drift into fiction, because there is nothing to drift toward. It is usually cheaper than inventing and animating a mechanic nobody has built, which is the part that surprises people.
The part where this implicates us
A piece like this from a company that sells a playable ad editor is suspect by construction, and it would be worth very little if it only condemned other people. So here is the uncomfortable half.
Every tool in this space, ours included, makes some ads easier to build than others. And the ad that is easiest to build in nearly all of them is the invented one — a clean, self-contained mechanic assembled from generic parts, unconstrained by any product. Building an ad out of a real game is harder. It means getting the actual assets, matching the actual behaviour, and accepting the actual mechanic rather than a better one you could have designed instead.
That asymmetry is not a law of nature. It is a consequence of how these tools are built, and it means that when a studio takes the easier path, the tool participated in that. We do not have a clean answer to this. We are not going to pretend that a policy document solves it, and we are not going to claim our tool prevents something it does not prevent.
What we can say is what we think the standard is, and be held to it. An ad should demonstrate a thing the product does. Not a thing adjacent to what it does, not a thing planned for a later update, not a thing that tests well. If the mechanic in the ad is not in the game, the ad is for a different game — whatever the numbers say, and whatever the category benchmark has drifted to.
If the mechanic in the ad is not in the game, the ad is for a different game. Everything else in this argument is a detail.
The objections worth answering, and the questions this raises.
Everybody knows these ads are fake, so is anyone really deceived?
This is the most common defence and it refutes itself. If the audience had genuinely discounted the ads, the ads would stop working and would stop being made. The practice persists precisely because a meaningful share of people have not discounted it. And the version where it becomes true — where everybody really does assume the ad is fiction — is the end state this whole argument is warning about. That is a disaster for the format, not a defence of it.
Is it not a metaphor for the experience rather than a literal claim?
This one has a real concept behind it. Advertising has always used mood and association, and nobody thinks a car ad promises an empty road. But it does not transfer, because a playable is not evoking a feeling — it is a functioning demonstration, presented in the form the product itself takes. Someone who has played a mechanic reasonably believes they have sampled the product, and that belief is the format's entire value proposition. You cannot claim the demonstrative power when it sells and disclaim it when it misleads.
Is it fake if the mechanic exists in the game but appears much later?
It is closer to honest, and it is still a problem. The useful test is whether a person arriving from the ad, playing the way a new player plays, encounters the thing they were shown in their first session. A mechanic gated four hours in is not what the product is; it is what the product eventually becomes for the small share of people who stay. If the ad's promise is only kept for players who were already going to stay, it was not really a promise.
What about ads for a mechanic that is genuinely coming?
Advertising an unreleased feature as though it is present is a claim about the current product that is false at the time it is made. Roadmaps slip, features get cut, and the person who installed today gets the game as it exists today. If the feature is worth advertising, it is worth advertising once it ships.
If honest creative converts worse, is this just an argument for losing?
It is an argument against a specific comparison. Honest creative converts worse than fake creative on installs, measured immediately. It does not necessarily convert worse on the things a studio actually needs — players who stay, spend and do not leave one-star reviews. The trap is judging a truthful ad against a benchmark partly composed of untruthful ones and concluding your product is the problem. If the measurement window is short enough, dishonesty will always look like competence.
The game is free, so what was actually taken?
Attention and the install, both of which had a price the advertiser was willing to pay — which settles whether they had value. It is also a strange defence in an industry where a free install is the start of a monetisation relationship rather than the end of a transaction.
Is this not just marketing for your own editor?
We sell a tool for building playable ads, so we benefit if the format stays credible — that interest is real and worth stating rather than hiding. What is also true is that the easiest ad to build in most tools, including ours, is an invented one, and that is a criticism we have not solved. Take the argument on whether the mechanism described here is accurate, not on who is making it.
Editorial
The Play Ads Maker team
We build the editor behind this site, which means we spend our days inside the format — its constraints, its export limits, and the question of what actually makes someone tap. We write about what we learn doing it.
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