“One more thing for everyone to note. ‘Hunter Island’ uses a one-time purchase model. There are already few players who like this type of game, and those who have bought it won’t buy it a second time, so its follow-up profitability is very weak.”
“But FlappyBird, because of its viral-like strong spreading characteristics, its user base is very likely to grow explosively. Moreover, the ad slots can be regularly rotated—sold to me this month, sold to someone else next month. In this way, the game’s follow-up profitability is somewhat guaranteed.”
“So, the profitability gap between ‘FlappyBird’ and ‘Hunter Island’ is actually extremely, extremely large!”
“All of these points above are factors that I believe contribute to FlappyBird’s success. The most crucial thing is that the creator managed to integrate all these aspects together, basically making the right decision at every step. That’s what surprised me the most!”
“To be honest, if you gave me 6MB of resources and asked me to make a game that could surpass ‘FlappyBird’ in profitability, I can only say—I couldn’t do it.”
“That’s the end of my comments, host.”
Brian Cooper turned off the microphone, signaling to the host that they could move on to the next segment.
The audience was left speechless. Wasn’t this praise a bit too much?
He couldn’t achieve this level even with 6MB of resources? Doesn’t that mean the creator’s skill is already higher than a B-level game designer? Even commercial flattery should have some basic standards, right?
However, Brian Cooper’s points were well-reasoned and thoroughly analyzed. Many in the audience followed Brian Cooper’s logic and realized that, indeed, while ‘FlappyBird’ seems simple, it actually has a lot of detail!
Clearly, this No. 7 designer had planned out every aspect of the game from the very beginning—moderate self-torture, online bragging, ad slot monetization. This really is a highly polished game, and it really can make money!
As the saying goes, experts see the subtleties. With Brian Cooper’s review, most of the audience also felt that ‘FlappyBird’ was far from simple.
Adam Brooks twisted open a bottle of mineral water and took a sip, glancing at Brian Cooper a couple more times.
In fact, some of Brian Cooper’s data about ad slot profitability was basically made up in his head. Clearly, he hadn’t done in-depth research on this topic, which also shows that designers of this era don’t pay much attention to it.
According to data from the previous life, ‘FlappyBird’ had over 50 million downloads, and the creator, Nguyen Ha Dong, could earn $50,000 a day from in-game ads—nearly 300,000 yuan.
At the time, the standard for banner ads was only about $0.15 per thousand impressions, roughly equivalent to one yuan. In other words, in the previous life, ‘FlappyBird’ displayed over 300 million ads per day.
If calculated at one yuan per thousand impressions, the 120,000 ad impressions for Adam Brooks’s ‘FlappyBird’ would only amount to about 120 yuan.
Even if you switched to the more expensive interstitial ads and increased the rate tenfold, it would only be 1,200 yuan. Clearly, Brian Cooper had overestimated.
However, Brian Cooper was right about one thing: the biggest advantage of this game is its explosive spread rate, especially after Adam Brooks added online and ranking features, which will further boost its spread. This is the real guarantee of its profitability.
Of course, Adam Brooks definitely wasn’t going to correct Brian Cooper’s statements—he was too busy secretly enjoying himself.
Adam Brooks knew very well that with Brian Cooper working so hard to support him, the championship of this design competition was almost in the bag.
Moreover, the fact that Brian Cooper could analyze so much and even estimate the approximate revenue after just an hour of playtesting was, in Adam Brooks’s eyes, an absolutely monstrous performance. Compared to the other two judges, it was clear that Brian Cooper could easily outclass both William Clark and Henry Green.
There are still geniuses in this world—it’s not all mediocrities like William Clark who just muddle through.
William Clark’s expression didn’t look good. Brian Cooper’s analysis was basically a slap in his face—how could he feel good about it?
These two judges—one completely dismissed ‘FlappyBird’ as worthless, the other praised it to the skies. Clearly, only one of them could be right, and now most of the audience was obviously siding with Brian Cooper.
Chapter 10: An Overwhelming First Place!
William Clark didn’t say anything. Although Brian Cooper was his junior, they were both B-level designers, and Brian Cooper was still active on the front lines of development. If they really started arguing, neither would come out looking good, and besides, William Clark felt he couldn’t win against Brian Cooper.
So he could only swallow his pride and stay silent for now.
The host also sensed the awkward atmosphere among the three judges and quickly said, “Alright, thank you to the three judges for your wonderful comments. Actually, I think it’s impossible to make a game that everyone likes—some people will like it, some won’t, and that’s normal. There’s no absolute right or wrong. In the end, the decision is in the hands of our audience. So next, let’s have the audience proceed with the second round of recommendations.”
The host smoothed things over, and William Clark’s expression finally looked a little better.