William Clark's words still had a certain effect. When a senior designer so clearly and firmly opposes a work, and does so with solid reasoning, many audience members start to waver and begin to question whether such a game is really worth recommending.
As for Henry Green's speech, although it seemed fair, it was actually useless. The audience would forget what he said as soon as they turned away, but what William Clark said would always stick in their minds.
Adam Brooks actually breathed a sigh of relief.
If Henry Green had also jumped out to oppose "FlappyBird," his situation would have become very awkward. The attitudes of two judges are enough to influence a large number of viewers, so with Henry Green taking a neutral stance, it was neither good nor bad.
However, he still couldn't let his guard down.
Now it was the youngest judge, Brian Cooper's turn. With one judge firmly opposed and one neutral, his attitude would, to some extent, determine the fate of this game.
Brian Cooper turned on the microphone and, after a moment of contemplation, said, "Regarding this game, I actually have a different opinion from Teacher William Clark."
Adam Brooks couldn't help but be surprised. What, is this guy going to speak up for me? Could it be that his perspective is more unique than the other two, and he can see something special in this game?
William Clark also looked incredulous, staring at Brian Cooper, wanting to see what he was going to say.
Brian Cooper said, "For this game, before I learned the live data, I was planning to give it an eight. But after learning the live data, I think it deserves a nine. Of course, this score is in comparison with the other nineteen games."
"In other words, this first place is well deserved."
The audience was in an uproar!
What the heck, nine points? Out of a hundred?
Judging by Brian Cooper's tone and expression, this was clearly nine out of ten.
There were quite a few fans of "FlappyBird" in the audience, but even though they liked playing it, they knew the game was rough and simple. Giving it a seven would already be pretty good—nine is just too much, isn't it?
Brian Cooper ignored the audience's surprise and continued, "Don't be surprised, everyone. This is the difference between a professional game designer's perspective and that of an ordinary player."
"What you see is a small game with simple graphics and single gameplay, but what I see is a work of sincere effort, with exquisite design and forward-thinking ideas!"
"Why do I say this? Please listen to my explanation."
Everyone present was drawn in by Brian Cooper. Many were very curious—since Brian Cooper was praising the game so highly, how was he going to justify it?
This competition was being broadcast live and would be recorded. If Brian Cooper talked nonsense, he'd be making a fool of himself in the gaming community!
Brian Cooper said, "Next, I want to ask everyone a few questions. You don't need to answer, just think about them quietly in your mind."
"First question: you all say the game's art style is crude, but let me ask you, do you really think this little bird is ugly? Or do you think it's kind of silly-cute, and that the way it flies and dies is actually pretty funny?"
"Second question: has anyone roughly calculated the natural falling speed of the bird? After you tap, how high does the bird fly up?"
"Third question: after Game Over, why does the game restart immediately with just a tap? Why does such a simple little game have a leaderboard and online features?"
"Fourth question: has anyone noticed the ad bar on the Game Over screen?"
"Think carefully about these questions."
After Brian Cooper finished, he deliberately turned off the microphone to give the audience a few minutes to think.
The audience immediately started discussing.
These people were all game enthusiasts, already interested in the ins and outs of games and loved to dig deeper. Plus, most of them were addicted to "FlappyBird," so Brian Cooper's questions really got them thinking.
Adam Brooks was a bit surprised, because Brian Cooper's questions basically hit all the key points of this game, which Adam Brooks found quite incredible.
After all, the game design philosophy in this world was very backward and full of prejudice.
Clearly, this Brian Cooper was not simple. He was able to set aside prejudice and seriously study the factors behind a game's success, rather than crudely attributing it to "luck" or similar reasons. In Adam Brooks's view, this was the most crucial quality for a game designer.
Just for this alone, Adam Brooks had no doubt that if you threw Brian Cooper into his previous life, he would still be an outstanding game designer.
Brian Cooper felt the audience had thought it over enough and continued, "You all probably have a vague sense now. Congratulations, you've taken the first step—welcome to the realm of designer thinking."
"First question: is the art style of this game really that bad?"
"Look at this little bird—what's your first impression? Silly? Cute? Dumb? Goofy? Notice, this is a pixel art game. The lines and colors used for the bird are very simple, but with big eyes, a sausage beak, and little wings, it instantly sketches out a silly, goofy bird. That's not an easy thing to do."