So... I'm not really sure. It may be that we need to do both. In our descriptive text, which it sounds like HellishFiend you would ignore, it might be that we need to sell the story/world/environment in the way that the second half life example attempts to. But then when it comes to the bullet points, we might need to stick to some more concrete facts, such as what your objectives are and how in general you go about achieving them -- what kind of game even is this, some one new wonders? -- etc.
I like that idea. A short paragraph containing the descriptive text, followed by the "concrete" gameplay bullets. It could very well be that those with my "buying personality" skip straight to the bullets, and those that favor the descriptive type stuff would read the paragraph, and possibly the bullets afterwards. I can only really attest to my own buying personality, but I know that when I'm shopping indie titles, I typically purchase by the following factors (in order of priority):
- Is it on sale? (There are generally too many indie titles for me to look through them all, so I look at the ones that are on sale)
- Does the gameplay sound appealing? (I'll generally give the description/bullets about 20-30 seconds to grab my attention. If it does, I will fully peruse it before deciding whether to buy. If nothing about it grabs my attention in 20-30 seconds, I move on to the next title)
- Does it have good reviews? (if applicable. If no reviews are available, I may still purchase if it sounds good and the price is right)
Again, I stress that this is just my "buying personality", but I'm sure there are a lot of others out there that are the same. Besides, I'm a loyal Arcen customer so it could stand to reason that it would be a good idea to make sure the game info appeals to those like me, so that you can attract more loyal customers-to be.
I look forward to contributing more ideas once I sink my teeth into the game.