FNaF & Undertale: How to/NOT to Tell A Story

FNaF & Undertale: How to/NOT to Tell A Story

Introduction

The transcript begins with an introduction to the topic of indie horror games and their impact on the gaming industry.

Indie Horror Games in 2014

  • In 2014, several horror games were released, including "The Forest," "Among the Sleep," "The Evil Within," and "Alien Isolation."
  • Despite not receiving much marketing or widespread attention, one game stood out from the rest.
  • This game was created by a single developer and gained popularity through Let's Play videos on YouTube.

Five Nights at Freddy's (FNAF)

  • Markiplier, a popular YouTuber, played Five Nights at Freddy's and helped it gain significant attention.
  • The game became one of the highest-grossing indie horror games and achieved widespread recognition.
  • Its success was unexpected for its creator, Scott Cawthon, who had faced disappointments in the past.

Undertale's Rise to Fame

The transcript discusses the success of another indie game called Undertale in 2015.

Indie Game Success in 2015

  • In 2015, indie games like n plus plus and Ori in the Blind Forest gained popularity.
  • However, Undertale surpassed them all in terms of popularity and staying power.

Undertale's Unique Gameplay

  • Undertale offered a unique pacifist option for gameplay where players could find non-violent solutions to traditionally violent RPG problems.
  • Let's players dedicated multi-part series to playing the game, while journalists praised it highly.
  • The fan base created ambitious fan creations that contributed to its global takeover.

Toby Fox and His Dream Game

The transcript explores Toby Fox as a game developer and his journey with Undertale.

Toby Fox's Background

  • Toby Fox gained internet notoriety through his work on music for the webcomic Homestuck and Earthbound Halloween Hack.
  • Undertale's success thrust him into widespread fame, which he initially found uncomfortable.

Using Fame to Create His Dream Game

  • As time went on, Toby realized the possibilities that this newfound success had created for him.
  • He saw it as an opportunity to create the game of his dreams and turned his attention to making that dream a reality.

Comparing Five Nights at Freddy's and Undertale

The transcript compares Five Nights at Freddy's and Undertale, focusing on their game developers' rise to fame and storytelling approaches.

Introduction to Comparison

  • The video aims to discuss both game developers' rise to fame, their individual franchises, and their storytelling approaches.

Scott Cawthon's Rise with FNAF

  • Scott Cawthon gained popularity through Let's Play videos of Five Nights at Freddy's.
  • The franchise became a huge success, but Scott faced disappointments in the past before achieving this breakthrough.

Toby Fox's Rise with Undertale

  • Undertale achieved overnight success due to its charming writing, humor, and unique pacifist gameplay options.
  • Toby Fox used his newfound fame as an avenue to create the game he had always wanted to make.

Conclusion

The transcript provides insights into the rise of indie horror games like Five Nights at Freddy's and Undertale. It highlights how these games gained popularity through Let's Play videos on YouTube and how their creators experienced unexpected success. Both Scott Cawthon and Toby Fox utilized their newfound fame to pursue their dreams in game development.

Introduction and Patreon

The video is sponsored by patrons on Patreon. Viewers are encouraged to join the Patreon community for exclusive content and support the creator.

Introduction and Patreon

  • The video is brought to you in part by lovely patrons on Patreon.
  • Viewers are invited to join the creator's Patreon community for more videos and exclusive content.
  • By joining the Patreon, viewers can support the creator and get their own "I financially supported this white boy" sticker.

Scott's Early Life and First Game

This section provides information about Scott's early life, his first game called "Doofus," and how it sparked his passion for game creation.

Scott's Early Life and First Game

  • Scott was born sometime in the last 100 years, possibly in Texas, USA.
  • His first finished game was called "Doofus," created using click-and-play software.
  • Despite being a rudimentary game, "Doofus" solidified Scott's passion for game creation.
  • It marked the beginning of his journey into coding, game development, and fusion of his passion with his religion.

Joining Hope Animation

This section discusses Scott joining Hope Animation, a production company focused on creating educational games and movies with religious themes.

Joining Hope Animation

  • In the early 2010s, Scott joined Hope Animation, a production company specializing in religious-themed games and movies.
  • His degree in computer animation aligned well with this career choice.
  • He produced several games and movies during his time at Hope Animation, including titles like Noah's Ark, The Pilgrim's Progress, A Christmas Journey, and The Jesus Kids Club.

Disenchantment with Religious-themed Games

This section highlights how Scott's religious-themed games did not bring him the financial or personal success he had hoped for, leading to his disenchantment with game creation and his faith.

Disenchantment with Religious-themed Games

  • Despite his efforts, Scott's religious-themed games did not bring him the desired success.
  • He began to feel frustrated and questioned whether God existed or if God hated him.
  • Scott started straying away from Christian-centered games and exploring darker themes in his creations.
  • The lack of success in his career and personal life led him to doubt both game creation and his faith.

Rock Bottom and New Beginnings

This section discusses Scott hitting rock bottom in his career, taking up odd jobs to make ends meet, and finding a new direction through a game called "Five Nights at Freddy's."

Rock Bottom and New Beginnings

  • Scott faced rock bottom in his career, working odd jobs like web design, truck driving, and cashiering at Dollar General.
  • His life insurance policy was canceled due to frequent thoughts of ending his own life.
  • At this low point, he turned to God for guidance and asked to be used somehow.
  • After six months of hard work, Scott created "Five Nights at Freddy's," inspired by previous failures and criticisms.
  • The game marked a turning point in Scott's career, leading him towards the success he had been waiting for.

Conclusion

This section concludes the video by highlighting how failure paved the way for Scott's eventual success.

Conclusion

  • Despite facing numerous failures throughout his career, Scott persevered.
  • The tapestry of failure laid the roadmap for his eventual success.
  • Scott's journey teaches us the importance of resilience and finding new directions when faced with setbacks.

The transcript provided does not cover the entire video.

New Section

This section discusses the success of Five Nights at Freddy's and Scott Cawthon's transition from Christian entertainment to horror games.

Scott Cawthon's Transition to Horror Games

  • Scott Cawthon surprised many by switching from Christian entertainment to horror games.
  • However, those familiar with his previous work were less surprised as they could see the building blocks and blueprints of Five Nights at Freddy's in his earlier works.
  • Five Nights at Freddy's concealed a darker and grizzly story than the usual Scott Gotham Fair.
  • The game received positive early reviews and reactions on indie game hosting websites and later on Steam.

New Section

This section focuses on the initial success of Five Nights at Freddy's and its impact on Scott Cawthon.

Initial Success of Five Nights at Freddy's

  • After six months of tweaking, designing, and game testing, Scott Cawthon released Five Nights at Freddy's on various indie game hosting websites.
  • Early reviews and reactions were positive, providing relief for Scott.
  • The downloads for the game skyrocketed, leading to its immense success.
  • Let's Plays of the game became numerous, making it difficult for Scott to keep up with them all.

New Section

This section explores the question of what God could possibly use Scott Cawthon for through the success of Five Nights at Freddy's.

Divine Intervention?

  • The overwhelming success of Five Nights at Freddy's made Scott wonder what God could possibly use him for.
  • It is implied that FNAF may have been an act of divine intervention.

New Section

This section provides insights into Toby Fox's early life and his inspiration from Earthbound.

Toby Fox's Early Life and Inspiration

  • Toby Fox, born in the early 90s, grew up playing video games like Earthbound.
  • Earthbound had a significant impact on Toby, shaping his sense of humor, teaching him how to read, and influencing his sense of justice and courage.

New Section

This section discusses Toby Fox's journey into game creation and his choice of RPG Maker.

Game Creation Journey with RPG Maker

  • In the early 2000s, Toby Fox started experimenting with game creation using RPG Maker.
  • He familiarized himself with the intricacies of the software and began creating amateurish hacks for Earthbound.
  • One of his popular creations was "Radiation's Halloween Hack."

New Section

This section highlights Toby Fox's talent as a composer and his collaboration with Andrew Hussie.

Talent for Music Creation

  • Toby Fox showcased his phenomenal composing skills through the music he created for "Radiation's Halloween Hack."
  • His talent did not go unnoticed by Andrew Hussie, creator of the webcomic Homestuck.
  • Toby worked closely with Andrew as the lead composer for Homestuck.

New Section

This section mentions "Radiation's Halloween Hack" but acknowledges that it is not considered one of Toby Fox's proudest works.

"Radiation's Halloween Hack"

  • "Radiation's Halloween Hack" is described as an amateurish hack for Earthbound that includes swears.
  • It is not considered one of Toby Fox's proudest works.

New Section

This section reflects on the humor found in "Radiation's Halloween Hack" despite its controversial aspects.

Humor in "Radiation's Halloween Hack"

  • The term "tldr eat [__]" followed by the first appearance of "Megalovania" is described as cosmically hilarious.
  • "Megalovania" has become widely recognized, even appearing in Super Smash Brothers.

New Section

This section highlights Toby Fox's talent as a composer and his involvement with Homestuck.

Phenomenal Composer

  • Toby Fox's talent for music creation became evident through his work on "Radiation's Halloween Hack."
  • He collaborated with Andrew Hussie on original music for the webcomic Homestuck.
  • Toby's professional connections and friendships grew through his work on Homestuck and past projects.

New Section

This section introduces Toby Fox's dream of creating a game with an ending he had never seen before.

Dreaming of Creating a Game

  • While sick and without access to medicine, Toby Fox had a vivid dream about the ending to a game.
  • He felt compelled to create the game with that ending, even though he wasn't sure if it would be good.

Toby Fox and the Creation of Undertale

This section discusses Toby Fox's motivation and journey in creating the game Undertale.

Toby's Uncertainty and Creation of Undertale

  • Toby created Undertale as a way to test himself and see if he could create a full game alone.
  • It took over 30 months for Toby to create Undertale, with support from friends, contacts, and a successful Kickstarter campaign.
  • Undertale quickly gained popularity upon its release in September 2015, with famous YouTubers playing it and fan animations appearing.

Popularity and Influence of Undertale

  • Undertale was named the best indie game of 2015 by gaming aggregates.
  • The game's pop cultural influence extended beyond gaming, sparking debates on pacifist runs and influencing future gaming trends.
  • References to Undertale even reached religious circles, causing controversy among some parents.

Impact on Toby Fox

  • Despite the fame and fortune brought by Undertale, Toby remained focused on his next project to make his dream a reality.

Scott Cawthon's Journey with Five Nights at Freddy's

This section explores Scott Cawthon's decision to continue expanding the Five Nights at Freddy's series after its initial success.

Planning for Sequels

  • Scott did not have the entire story planned out when he created Five Nights at Freddy's.
  • He left things open-ended in case he wanted to expand upon them later.

Continuing the Series

  • After the success of the first game, Scott immediately started working on Five Nights at Freddy's 2.
  • A trailer for the second game was released just two months after the first one, generating excitement among horror fans.

Scott's Determination

  • Despite the option to retire on a high note, Scott chose to continue expanding the series and see how far it could go.
  • He remained dedicated to his work and released subsequent games in the Five Nights at Freddy's franchise.

Protecting Online Privacy with ExpressVPN

This section briefly discusses online privacy and introduces ExpressVPN as a solution.

Online Privacy Concerns

  • Online privacy is becoming increasingly difficult due to malicious actors seeking to steal personal data.
  • Protecting oneself and one's data is crucial in today's ever-changing digital world.

Introducing ExpressVPN

  • ExpressVPN is a reliable tool for protecting online privacy.
  • It masks IP addresses, making it harder for individuals to be tracked or targeted by malicious entities.

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Effectiveness and Release of FNAF 2

This section discusses the effectiveness and ease of use of Five Nights at Freddy's 2 (FNAF 2) as well as its surprising early release.

FNAF 2 Sequel and Early Release

  • FNAF 2 was expected to be released at the end of the year or early into the next, but it surprised everyone by being released less than a month later.
  • The game became popular quickly, dominating the let's play circuit and satisfying fans who enjoyed the gameplay.

Storytelling in FNAF 1 vs FNAF 2

This section compares the storytelling approach in Five Nights at Freddy's (FNAF) 1 with that of FNAF 2, highlighting how FNAF 1 had sparse direct storytelling while FNAF 2 introduced more lore.

Sparse Storytelling in FNAF 1

  • FNAF 1 had limited direct storytelling, relying on phone guy's messages and contextual clues hidden around the map for players to piece together the narrative.
  • Despite this indirect storytelling, many fans were captivated by the vague yet compelling story created by FNAF. Discussions and theories about missing children and animatronic counterparts were common among fans.

Expanded Lore in FNAF 2

  • With FNAF 2, Scott had an opportunity to build on the existing plot and expand the timeline, introducing more secrets for fans to uncover.
  • Fans eagerly dissected unused game files, hidden cutscenes, secret characters, leading to debates about haunted toy animatronics, the Bite of 87, the identity of the purple guy, and the significance of the yellow bear.
  • However, not all mysteries were given equal attention, with debates arising about whether FNAF 2 was a sequel or prequel and the significance of certain characters like Shadow Bonnie, Shadow Freddy, and JJ.

Anticipation for FNAF 3

This section discusses fans' anticipation for Five Nights at Freddy's 3 (FNAF 3) and their hopes for a more coherent story.

Issues with Storytelling in FNAF 2

  • The storytelling in FNAF 2 became more complex as the timeline and lore became trickier to understand. Fans hoped that these issues would be addressed in FNAF 3.
  • Despite these concerns, fans continued to engage with theories and speculation surrounding the game's story.

Release of FNAF 3

  • Fans had to wait at least a year before FNAF 3 was released. It was believed by many to be the final installment in the series.
  • Set nearly 30 years after the events of the first two games, players assume the role of a night shift guard at Fazbear's Fright horror attraction. The game introduces Springtrap as its primary antagonist.

Flashback Minigames

  • After completing each night in FNAF 3, players are presented with flashback minigames featuring Freddy, Bonnie, Chica, Foxy, and Shadow Freddy exploring an abandoned pizzeria.

New Section

This section discusses the multiple endings in Five Nights at Freddy's 3 and the attempt to bring closure to the series.

Endings in FNAF 3

  • There are two endings in FNAF 3: a bad end and a good end.
  • The bad end is achieved by playing through the game normally without giving much attention, resulting in a screen showing each animatronic's head with a single glowing light representing the spirits of the children.
  • The good end is obtained by successfully putting the children's spirits to rest, providing a sense of closure to the series.
  • FNAF 3 attempts to bring finality to the story, although it has some flaws in terms of mechanics and storytelling.

New Section

This section explores how Five Nights at Freddy's seemed to be concluded after FNAF 3 but then continued with subsequent games.

Uncertainty after FNAF 3

  • After FNAF 3, it appeared that Scott Cawthon, the creator of Five Nights at Freddy's, was done with the series.
  • The game had an influential impact on horror games and provided some closure to the lore.
  • However, unsatisfied with fan reactions regarding difficulty and jump scares in FNAF 3, Scott decided to create another game: Five Nights at Freddy's 4.
  • This decision led fans to question if there would ever be an end to the series.

New Section

This section discusses how Five Nights at Freddy's 4 failed in delivering a coherent story despite being scarier than its predecessors.

Issues with FNAF 4 Story

  • Five Nights at Freddy's 4 promised to be the final chapter but ended up confusing the story even more.
  • The game introduced unnecessary lore, such as the "Bite of 83" and the existence of a literal Mystery Box, leaving fans puzzled.
  • Scott's attempt to make FNAF 4 scarier succeeded, but it came at the cost of a coherent and satisfying story.

New Section

This section explores how Five Nights at Freddy's: Sister Location aimed to clarify the previous games' lore but fell short.

Sister Location's Attempt

  • Sister Location was created as a response to fan disappointment with FNAF 4.
  • The game intended to provide clarification on previous events but ended up adding more confusion.
  • It introduced new characters like William Afton (Purple Guy) and Circus Baby, but their connections and roles in the story remained unclear.
  • Despite attempting to address fan concerns, Sister Location did not succeed in offering a succinct explanation for the series' mysteries.

New Section

This section discusses Five Nights at Freddy's Pizzeria Simulator (FNAF 6) as an actual last game in the series.

FNAF 6: The Final Game

  • FNAF 6 marked Scott Cawthon's final game in the series.
  • It aimed to bring closure by featuring past animatronics and tying up loose ends.
  • However, it still left some questions unanswered and did not fully resolve all aspects of the lore.

The Impact of Five Nights at Freddy's

This section discusses the impact and longevity of the game series "Five Nights at Freddy's" (FNAF).

FNAF's Enduring Storyline

  • FNAF has become one of the most impactful horror IPs, with a story that continues to captivate players.
  • The game's incomprehensible storyline has kept fans engaged and trying to make sense of it.
  • Scott Cawthon, the creator, may have attributed the game's longevity to its gameplay, themes, and replayability.

Scott Cawthon's Reflection

  • After six games and a DLC, Scott Cawthon looked back on what he had created in three years.
  • Despite the complexity of the story and numerous animatronic characters, FNAF became a successful franchise.

Undertale: A Masterpiece Game

This section focuses on the game "Undertale" and its standout features.

Undertale's Engaging Storyline

  • Undertale is praised for its humor, characters, gameplay, and especially its story.
  • The game starts with an intro sequence introducing the lore before plunging into an intriguing narrative.
  • Players are presented with choices between pacifism or destruction throughout their encounters.

Exploring a Unique World

  • Undertale invites exploration through memorable characters, secrets, and environments in an underground world.
  • Backtracking and deviating from the main path reveal hidden items and fascinating lore.

Memorable Encounters

  • Players befriend skeletons, face bloodthirsty guards, participate in high-stakes gameshows against flamboyant robots,

all while progressing towards a showdown with King Asgore.

The Showdown with King Asgore

This section delves into the anticipated confrontation with King Asgore in Undertale.

The Inevitable Showdown

  • Throughout the game, references to King Asgore foreshadow a final confrontation.
  • Killing Asgore becomes necessary to return to the surface, despite his seemingly polite demeanor.

Masterful Storytelling through Gameplay

  • The fight with Asgore showcases Undertale's mastery of storytelling through gameplay.
  • Depending on the player's choices, their main form of conflict resolution is destroyed before their eyes.

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The Reluctant King's Plea

Asgore, the Reluctant King, takes a knee and talks to the player character after being defeated. He reveals the events that led him to this point, including the death of his son, the war with humans, and his own remorse for his actions.

Asgore's Regret

  • Asgore shares his sorrow over losing his wife and how he had given hope to his people.
  • Despite committing atrocities, he now wants the war to end and accepts his fate.
  • Asgore offers his soul to help the player character escape the underground.

Flowey's Betrayal

Flowey appears and steals all the human souls, becoming godlike. The player is faced with a frenetic battle against Photoshop Flowey.

Photoshop Flowey Battle

  • Flowey becomes powerful with the human souls and challenges the player.
  • The options to fight or spare are presented again.
  • Sparing Flowey repeatedly makes him more enraged until he finally runs away.

True Pacifist Ending

The true pacifist ending requires specific choices throughout the playthrough. It involves detours like visiting Alfie's lab and eating Toriel's butterscotch pie in front of Asgore. The final boss battle is against Asriel Dreamer.

Battle Against Asriel Dreamer

  • After defeating Asriel Dreamer, it is revealed that Azrael's soul has been trapped in Flowey.
  • Through mercy, determination, and forgiveness, Azrael finds peace.
  • The barrier between underground and surface is destroyed, allowing everyone to live together in peace.

Genocide Route

The genocide route involves killing every monster and becoming unstoppable. Asgore is faced again, but this time there is no fight.

Confronting Asgore in Genocide Route

  • Flowey begs not to be killed, forgetting his philosophy.
  • Kara, the original human and Azrael's sibling, appears and congratulates the player on their actions.
  • The player is given a choice to either erase or spare the world.

Final Choice

The final choice is presented to either erase or spare the world. Kara reminds the player who is truly in control.

Final Choice with Kara

  • Choosing to erase the world leads to Kara praising the player as a partner.
  • Refusing to destroy the empty world reminds the player of who is truly in control.

Conclusion

Undertale's story and gameplay have made it a popular game. Toby Fox successfully created a heartwarming and memorable gaming experience that resonated with players.

Impact of Undertale

  • Undertale's story and execution received widespread acclaim.
  • The game provided a heartwarming and memorable experience for players.
  • Toby Fox's creation captured various elements that resonated with gamers.

Toby Fox and the Creation of Deltarune

This section discusses Toby Fox's journey after the release of Undertale and the development of his new game, Deltarune.

Toby's Pressure to Follow Undertale's Success

  • Toby Fox faced immense pressure after the success of Undertale.
  • Undertale was considered one of the greatest games ever made.
  • Creating a successor to Undertale was not about making a sequel or something similar in scope.
  • Toby wanted to go back to his dream that inspired Undertale's creation.

The Release of Deltarune

  • Deltarune was released on October 31st, 2018, surprising Undertale fans.
  • It features a new cast of characters and some returning faces from Undertale.
  • Deltarune is not a direct sequel but a loose spiritual successor.
  • The game follows Chris, an androgynous protagonist, and their adventure in the Dark World.

The Storyline of Deltarune

  • Chris and Susie are tasked with closing the dark fountains in the Dark World.
  • They meet various interesting characters and encounter amazing music along their journey.
  • After completing their task, Chris seems to undergo a transformation at the end of Chapter 1.

Chapter 2 and Beyond

  • Chapter 2 continues where Chapter 1 left off with more fun characters and compelling storylines.
  • However, since there are only two chapters released so far, it is too early to fully evaluate Toby Fox's writing strengths as a whole.

Comparing Scott Cawthon and Toby Fox as Storytellers

  • There are two types of storytellers: planners and pantsers.
  • Planners approach stories with an outline or roadmap for their plot points, revelations, and endings.
  • Pantsers make up their story as they go along, without a detailed plan.
  • Toby Fox's storytelling style is not fully evaluated in this video, as it focuses on comparing him to Scott Cawthon.

Toby Fox's Writing Style

This section explores the two types of storytellers and discusses Toby Fox's writing style.

Planners vs. Pantsers

  • Planners approach storytelling with an outline or roadmap for their story.
  • Pantsers make up their story as they go along, without a detailed plan.
  • Both approaches have their merits and can lead to successful storytelling.

Toby Fox as a Writer

  • It is unclear whether Toby Fox is more of a planner or a pantser based on the available information.
  • His writing style may involve elements of both approaches.
  • The incomplete nature of Deltarune makes it difficult to fully evaluate his overall strengths as a writer.

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College Years and Planning Undertale and Deltarune

This section discusses how Toby Fox had been planning Undertale and Deltarune for years, with the foundation of characters and humor already thought of before creating the games' soundtrack or battle system.

Toby's Planning for Undertale

  • Undertale's story shows a deliberate amount of time and effort put into it.
  • The game has an insane amount of dialogue and accounts for various player choices and options.
  • Examples include donating money to the spider bake sale, skipping boss fights, and different phone calls from Sans.
  • Toby Fox intricately planned Undertale's story from the beginning, although some ideas may have come spontaneously during development.

Toby's Planning for Deltarune

  • Toby has already created the full story for Deltarune.
  • While future aspects may be thought of during development, the overall story is planned out.
  • It is a matter of waiting to see what Toby has wanted to share with players for many years.

Scott Cawthon's Improvised Storytelling in Five Nights at Freddy's

This section focuses on Scott Cawthon's improvisational storytelling approach in creating the Five Nights at Freddy's series. It highlights how Scott made changes to established plot points while actively developing the games.

Scott's Improvisation in FNAF

  • Scott Cawthon improvised most elements in the first few FNAF games while actively developing them.
  • Initially, FNAF 1 was meant to be his last attempt at game development success.
  • The lack of an all-encompassing lore can be attributed to this improvisational style.
  • Scott revised established plot points as he developed each game, making it difficult to determine what is canon.

Plot Holes in Five Nights at Freddy's

This section discusses the plot holes in the Five Nights at Freddy's series and how they stem from Scott Cawthon's design choices and storytelling approach.

Aesthetic Choices and Consequences

  • Scott Cawthon's design ethos prioritizes aesthetics over specific plot points or story moments.
  • The "rule of cool" guides his decision-making process, adding elements that he finds neat or spooky.
  • However, this design philosophy creates a challenge for fans who expect every design choice to have a concrete purpose.

The Gradual Development of FNAF Storyline

  • The convoluted storytelling in FNAF is a result of Scott Cawthon's gradual development over many years and installments.
  • Each game added to the complexity and confusion of the overall storyline.
  • Fans have been conditioned to search for meaning behind every design choice, leading to misconceptions about plot holes.

Timestamps are provided for each section.

The Design Inconsistencies of Springtrap

This section discusses the design inconsistencies of the character Springtrap in the Five Nights at Freddy's (FNAF) series. The speaker points out that Springtrap's design changes between games without any explanation, such as having a different facial structure and even gaining feet. The speaker speculates that these changes were made because the new look was considered cool and scary by the game developer, Scott Cawthon.

  • Springtrap's design changes between games without explanation.
  • The differences include facial structure and the addition of feet.
  • These design inconsistencies are never explained in the games.
  • Speculation suggests that Scott Cawthon chose the new look because it was cool and scary.

Redesigning Springtrap

This section explores Scott Cawthon's process of redesigning Springtrap for the game. The speaker explains that Springtrap was initially created for FNAF 3 without extensive planning or character sketches. It was a natural choice as a villain for that particular game. While this redesign may contradict established lore, it aligns with Scott's preference for cool aesthetics over consistency.

  • Springtrap was designed specifically for FNAF 3 without extensive planning or character sketches.
  • Scott Cawthon did not have a list of pros and cons or multiple character options.
  • The redesign was based on what felt natural for the game's villain.
  • Although it contradicts established lore, it follows Scott's rule of cool aesthetics.

Aesthetics vs Consistency in Design Choices

This section highlights instances where Scott Cawthon prioritized aesthetics over consistency in his design choices throughout the FNAF series. The speaker mentions the Phantom animatronics in FNAF 3, where all except Chica were modeled after their FNAF 2 counterparts. The speaker suggests that Scott may have found it easier or scarier to retain Chica's design from FNAF 1. These design choices often lead to questions and over-analysis from the fanbase.

  • Scott Cawthon prioritized aesthetics over consistency in design choices.
  • In FNAF 3, the Phantom animatronics are modeled after their FNAF 2 counterparts, except for Chica.
  • Retaining Chica's original design may have been easier or scarier for Scott.
  • Fanbase questions and over-analysis arise due to these design inconsistencies.

Design Choices and Fan Engagement

This section discusses how Scott Cawthon's personal design philosophy influenced fan engagement with the lore of the FNAF series. The speaker mentions examples such as Fredbear's buttons and different shades of Purple Guy. These design choices sparked fan theories and discussions about their implications on the story. Over-analyzing every detail became a characteristic of exploring the game's lore.

  • Scott Cawthon's personal design philosophy affected fan engagement with the lore.
  • Examples include Fredbear's buttons and different shades of Purple Guy.
  • Fans questioned the implications of these design choices on the story.
  • Over-analyzing details became a characteristic of exploring FNAF lore.

Design Choices with Hidden Lore Implications

This section highlights instances where seemingly insignificant design choices made by Scott Cawthon actually had hidden lore implications. The speaker refers to Toy Chica's beak in FNAF 2, which was removed in her attack mode. Initially considered a cool aesthetic choice, it later became a significant clue in the lore. The speaker emphasizes that Scott's design choices often have deeper meanings.

  • Seemingly insignificant design choices by Scott Cawthon can have hidden lore implications.
  • Toy Chica's beak removal in her attack mode was initially a cool aesthetic choice.
  • Later, it became a significant clue in the FNAF lore.
  • Scott's design choices often have deeper meanings and implications.

Cryptic Clues and Design Choices

This section discusses an incident during a livestream where Scott Cawthon left cryptic clues related to design choices. The speaker mentions MatPat hosting the livestream and how Scott updated his website with clues about four games, shadows, and Toy Chica's missing beak. These clues further demonstrate how Scott's design choices are not random but hold important implications for the lore.

  • During a livestream, Scott Cawthon left cryptic clues related to design choices.
  • Clues included references to four games, shadows, and Toy Chica's missing beak.
  • These clues indicate that Scott's design choices are not random but have important lore implications.

The transcript provided does not cover the entire video.

The Design Choices of Toy Chica in FNAF 2

This section discusses the design choices made for Toy Chica in Five Nights at Freddy's 2 and their potential significance in the game's lore.

Toy Chica's Missing Beak

  • In FNAF 2, Toy Chica is missing her beak, which was a deliberate design choice by Scott to make her look scarier.
  • This design change was meant to make Toy Chica more uncomfortable, according to Scott's own words.

Deep Lore Implications

  • The missing beak of Toy Chica has deep lore implications that Scott drew attention to in one of his messages on his website during a livestream.
  • While some of Scott's design choices are purely aesthetic, others have important connections to the game's overall lore and story.

Deciphering Design Choices

  • It is up to the players and fans to discern which design choices hold deeper meaning and which are simply for visual appeal.
  • Sometimes, Scott revises or changes elements of the story based on fan theories or predictions.

Scott's Revisionism and Game Theory

This section explores Scott's revisionism of the Five Nights at Freddy's series and its impact on fan theories, particularly those presented by Game Theory.

Changing Story Elements

  • Scott has been known to revise or change parts of the FNAF story after its initial release.
  • Established facts have been retconned or made irrelevant by later installments in the series.

MatPat's Theory on FNAF Series

  • MatPat from Game Theory released a theory video addressing unanswered questions about FNAF after the release of FNAF 2.
  • While his video initially seemed accurate, it does not hold up to the current understanding of the lore.

Scott's Response to Game Theory

  • Scott acknowledged that MatPat's video on FNAF 2 was mostly correct at the time of its release.
  • However, Scott has made changes to the story based on fan theories and predictions.

The Puppet, Golden Freddy, and Fredbear's Diner

This section delves into the significance of the Puppet, Golden Freddy, and their connection to Fredbear's Diner in the FNAF lore.

The Puppet and Crying Children

  • The Puppet makes an appearance in FNAF 1 through changing posters in the East hallway.
  • The child possessing the Puppet was killed outside of Fredbear's Family Diner by a purple man.

Location and Chronology

  • There is debate about whether this murder takes place at Fredbear's Diner or Freddy Fazbear's Pizza.
  • The Puppet being the first victim chronologically sets events into motion in the timeline.

Ultimate Custom Night Revisionism

  • Some previously established theories about the Puppet were challenged by Ultimate Custom Night.
  • Scott introduced new elements that altered previous assumptions about certain characters and events.

Scott Cawthon's Changing Story

This section discusses how Scott actively changes elements of the FNAF story as it evolves, often influenced by fan theories such as those presented by MatPat.

Inconveniencing Scott with Accurate Theories

  • Occasionally, MatPat presents accurate theories that align with aspects of the FNAF lore.
  • When theorists get things right, Scott has been known to change or revise those elements in subsequent games.

Active Revisionism by Scott Cawthon

  • It is a provable fact that Scott actively changes the story of FNAF based on fan theories and predictions.
  • This dynamic between Scott and theorists like MatPat has led to revisions and alterations in the game's lore.

The transcript provided does not cover the entire video, so the summary is based on the available content.

The Changing Contents of the Box

This section discusses how the contents of the box in Five Nights at Freddy's have changed over time, causing frustration for fans who try to understand the lore.

The Ever-changing Lore

  • Scott, the creator of Five Nights at Freddy's, believes that the contents of the box have changed over the years.
  • The constant changes in the lore make it difficult for fans to know what is true and what is not.
  • Scott has made changes based on fan reactions, personal feelings, and speculation about what might be inside the box.
  • Fans are constantly bombarded with new information that contradicts previous lore without clarification.
  • The story remains unsolvable by design, leaving fans guessing and theorizing.

Engaging with FNAF's Story is a Chore

This section highlights how engaging with Five Nights at Freddy's story and lore can be frustrating and confusing for fans.

Understanding FNAF Lore

  • Being a fan of FNAF is fine, but trying to understand its story and lore is a chore.
  • With each new installment, fans understand less about the lore rather than more.
  • The story of FNAF will likely never be fully known or resolved due to constant contradictions and retcons.
  • Despite inconsistencies, there are no plot holes; only gaps in our understanding.
  • It is suggested that Scott's message about there being no holes in his plot may also apply to his own understanding.

Easier Development for Deltarune Chapters

This section discusses Toby Fox's development process for future chapters of Deltarune and his involvement with the fan base.

Toby Fox's Development Process

  • Toby Fox is working on future chapters of Deltarune which will be easier to develop.
  • The groundwork laid in chapters 1 and 2, along with the help of a team, makes development smoother.
  • Updates on the next chapters can be found on the official Deltarune site, where Toby shares developments and previews.
  • Toby deserves assistance after creating massive games like Undertale and Deltarune single-handedly.

Toby Fox's Involvement with the Fan Base

  • Toby remains active in the fan base, engaging in activities such as writing fan fiction and participating in charity events.
  • He participated in a 24-hour live stream called "Spammed In Sweepstakes" to raise money for the charity Child's Play.

Timestamps are provided for each section.

Scott Cawthon's Political Contributions

In mid-2021, it was revealed that Scott Cawthon, the creator of the Five Nights at Freddy's (FNAF) franchise, had made several donations to divisive Republican candidates. This caused controversy among fans and raised questions about his political beliefs.

Scott's Donations and Fan Reactions

  • Scott donated $5,000 to Mitch McConnell, which drew criticism from some fans.
  • LGBT fans were particularly upset as McConnell had voted against hate crimes protections for LGBT people and against same-sex marriage.
  • Despite the backlash, Scott stated that he still cared deeply for the LGBT members of his fan base.

Support for Both Republicans and Democrats

  • Scott clarified that while he supported Republican figures like Trump, Nunes, Carson, McCarthy, and McConnell, he also supported a few Democrats like Tulsi Gabbard and John Gregg.
  • This mixed support further divided opinions among fans.

Retirement Announcement

Just four days after addressing his political contributions, Scott announced his retirement from FNAF. This decision sparked debates about whether it was the right move considering his political beliefs.

Reasons for Retirement

  • Scott stated that he wanted to focus on his family going forward.
  • He mentioned handing over the reins of FNAF to a new creator at a later date.

Divisiveness of the Situation

  • The controversy surrounding Scott's political contributions highlighted differing opinions among fans.
  • Some believed that if they shared his political morals and ideas, there was no issue with his support for certain candidates.
  • However, others in the LGBTQ community felt uncomfortable knowing that someone they admired financially supported those seeking to take away their rights.

Scott's Stance and Fan Reactions

Fans had varying opinions on whether Scott's actions reflected transphobia or homophobia, or if he simply supported candidates without considering their stance on LGBTQ rights.

Conflicting Views

  • Some fans believed that Scott was not personally transphobic or homophobic but had no issue supporting those who were.
  • This created a dilemma for the LGBTQ community, questioning whether it was worse to support someone directly opposed to their rights or someone who claimed not to be but still financially supported such individuals.

Retiring and Moving Forward

Regardless of personal opinions about Scott and his politics, it is important to remember that no one should face threats or harassment. Retirement allows him to focus on his family without worrying about financial struggles.

Support for Retirement

  • Many agreed that retirement was the right decision for Scott, regardless of their feelings towards him.
  • It provided him with a chance to enjoy life without financial concerns.
  • Even if he is still involved in FNAF in some capacity, fans can rest assured that new creators will bring their own unique perspectives to the franchise.

Success Stories of Toby Fox and Scott Cawthon

Both Toby Fox (creator of Undertale) and Scott Cawthon have achieved success through their games. Despite different writing styles, they share stories of perseverance and support from loved ones.

Individual Success Stories

  • Toby Fox and Scott Cawthon both created games that gained worldwide popularity.
  • Their success came from never giving up, learning from past mistakes, following their dreams, and receiving support from friends, family, and fans.

The transcript provided does not specify the language used. Therefore, I have assumed English as the language for this summary.

The Importance of Planning in Storytelling

This section emphasizes the importance of planning in storytelling and highlights that there are exceptions to the rule. It suggests that both well-planned stories and those developed over time can be successful as long as they effectively convey the desired story.

Planning vs. Spontaneity

  • Planning a story from the beginning does not guarantee its success.
  • Some stories developed over time can surpass those meticulously planned.
  • The key is to find the writing style that suits you best and allows you to effectively tell your story.

Taking a Leap of Faith

  • Regardless of whether your vision is spontaneous or has been developing for years, it's important to share it with the world.
  • Creating something that inspires you and makes you proud is what truly matters.
  • Sharing your story may inspire others along the way.

Lessons from Scott and Toby's Stories

This section reflects on the stories and games created by Scott Cawthon and Toby Fox, highlighting their struggles, successes, and above all, their dedication to storytelling. It also encourages aspiring writers, game developers, and storytellers to find their own form of storytelling.

Individual Stories

  • Each person may have different opinions about Scott Cawthon's and Toby Fox's individual stories and creations.
  • However, there are valuable lessons to learn from both of them.

Finding Your Form of Storytelling

  • Aspiring writers will eventually face a question about which form of storytelling suits them best.
  • Whether it's a pre-planned story or one discovered alongside fans or readers, what matters is creating a story that satisfies you.
  • There are no strict rules on how to get there; what matters is reaching a point where you can look back with satisfaction.

Dealing with Criticism

  • When faced with criticism, particularly about plot holes in your story, it's important to have confidence in your work.
  • Dismiss unfounded criticism and remember that understanding may be lacking on the part of the critic.
  • Stay true to your vision and believe in your storytelling abilities.

Final Thoughts

This section concludes the video by offering a final piece of advice for writers.

Confidence in Your Story

  • If someone tells you there are plot holes in your story, confidently defend it.
  • Assert that any perceived holes are due to their lack of understanding.
  • Believe in your story and its integrity.

The transcript ends abruptly after this point.

Video description

Thanks to ExpressVPN for sponsoring today's video. Go to https://strms.net/expressvpn_spacemanscott to get your first 3 months free! #ad #fnaf #undertale #fivenightsatfreddys FNaF & Undertale: How to/NOT to Tell A Story Today we take a look at two Indie Game darlings, one from Toby "Don't call me Radiation" Fox and the other by Scott "Don't call me Bird Gallery" Cawthon - Five Nights at Freddy's, and Undertale. While lacking many similarities on the face of it, these two games have remarkably similar creators, developments, and stories of success - though with all these similarities in mind, we choose to ask the question: how successfully did they tell their stories? Stream "Crying in the Applebees" Here!: https://open.spotify.com/album/2GXAgIoygEhbpaNCteH0nq?si=MD-N76dfRdaN8AU_xz7Qvw My Socials: Twitter: https://twitter.com/Spaceman_Scott Patreon: https://patreon.com/spaceman_scott?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=creatorshare_creator&utm_content=join_link Find the complete list of all 3rd party videos/music used here: https://docs.google.com/document/d/1QmO2hMR5CmMpeNHqwwk7zi1F_aNdJCe8brz0AIlKcyc/edit?usp=sharing Credits: Sound Design/Video Editing: Scott Thomas Assistant Editor/Camera Operator: Maddie Rambissoon Spaceman Scott Intro Animatic: Nick Heilman Toby Fox played by Croix Z. Kelchen Script Editing by Orion Elrod Special thanks to Gabe Isaacs (My one true love) and Eros Gonzalez (Who bullied me into making this video ❤️) Time stamps: 00:00 - 06:09 | Intro 06:10 - 12:50 | Part 1: Who Is Scott Cawthon? 12:51 - 20:14 | Part 2: Who Is Toby Fox? 20:15 - 35:33 | Part 3: A Story of Success Does Not Make A Successful Story 35:34 - 50:01 | Part 4: How Do You One-Up Your Magnum Opus? 50:02 - 54:01 | Part 5: Toby Fox, The Storyteller 54:02 - 1:10:32 | Part 6: Scott Cawthon Is A Shitty Fucking Storyteller 1:10:33 - 1:18:32 | Part 7: Scott & Toby Today (And What We Can Learn From Their Stories) 1:18:33 - 1:20:00 | Ending/Outro Trans Rights Are Human Rights 🍦🍦