#I did a double take learning MatPat has a kid
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Hi, there. :) I thought you'd like to know your first Blacklight Journal 3 post was on the most recent Film Theory episode. (this ask may have sent twice, sorry)
EHHHH?!?! MatPat mentioned me?!!!?!
Le'ssee... Ah, "Bill Cipher is Still ALIVE...and I found him".
You might not believe me, but funnily enough this video was recommended to me on Monday, despite not being sub'd to Film Theory and having not been sub'd to/watched Game Theory for a couple years... And this was with a decidedly non-fordarkisthesuede Gmail account! Either higher powers were at work, or the YouTube algorithm is really scary...
I did, of course, put it on my save for later list. And I watched it today. I'm just glad he got my name right! (How on Earth did he butcher "axolotl" though... Google is right there, dude...)
For all the newcomers who followed me for Gravity Falls:
#Thank you very much for telling me about this!#Hope y'all like bats clowns and random joke posts#You'll have to wait til...#*checks calendar*#Next July for serious Gravity Falls stuff#(that's when Book of Bill comes out)#gravity falls#Journal 3 Blacklight Edition#Hah...nostalgia#I did a double take learning MatPat has a kid
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The Horror Genius of Five Nights At Freddy’s
I’ve been playing FNAF: Help Wanted VR on my Oculus Quest lately (a birthday present to myself -- I know I’m late to that party!) and it’s reignited in me my old love of this series. I know Scott Cawthon’s politics aren’t great, but I don’t think there’s any malice in his heart beyond usual Christian conservative nonsense -- and I think he stepped down as graciously and magnanimously as possible when confronted about it. Time will judge Scott Cawthon’s politics, and that’s not what I’m here to talk about. I want to talk about what makes these games so damn special, from a horror, design, and marketing perspective. I think there’s really SO MUCH to be learned from studying these games and the wider influence they’ve had as intellectual property.Â
What Is FNAF?Â
In case you’ve somehow been living under a rock for the last seven years, Five Nights At Freddy’s (hereafter, FNAF) is a horror franchise spanning 17 games (10 main games + some spinoffs and troll games, we’ll get to that), 27 books, a movie deal, and a couple live-action attractions.Â
But before it exploded into that kind of tremendous IP, it started out as a single indie pont-and-click game created entirely by one dude, Scott Cawthon. Cawthon had developed other games in the past without much fame or success, including some Christian children’s entertainment. He was working as a cashier at Dollar General and making games in his spare time -- and most of those games got panned.Â
So he tried making something different.Â
After being criticized that the characters in one of his children’s games looked like soulless, creepy animatronics, Cawthon had his lightbulb moment and created a horror game centered on....creepy animatronics!Â
The rest, as they say, is history.Â
The Genius of FNAF’s Horror Elements
In the first FNAF game, you play as a night security guard at Freddy Fazbear’s Pizza, a sort of ersatz Chuck-E-Cheese establishment. The animatronics are on free-roaming mode at night, but you don’t want to let them find you in your security room so you have to watch them move through the building on security camera monitors. If they get too close, you can slam your security room doors closed. But be careful, because this restaurant operates on a shoestring budget, and the power will go off if you keep the doors closed too long or flicker the lights too often. And once the lights go out, you’re helpless against the animatronics in the dark.Â
Guiding you through your gameplay is a fellow employee, Phone Guy, who calls you each night with some helpful advice. Phone Guy is voiced by Cawthon himself, and listening to his tapes gives you some hints of the game’s underlying story as well as telling you how to play. A few newspaper clippings and other bits of scrap material help to fill in more details of the story.Â
Over the next set of games, the story would be further developed, with each new game introducing new mechanics and variations on the theme -- in one, you don a mask to slip past the notice of animatronics; in another, you have to play sound cues to lure an animatronic away from you. By the fourth game, the setup was changed completely, now featuring a child with a flashlight hiding from the monsters outside his door -- nightmarish versions of the beloved child-friendly mascots. The mechanics change just enough between variations to keep things fresh while maintaining a consistent brand.Â
There are so many things these games do well from a storytelling and horror perspective:Â
Jump Scares: It’s easy to shrug these games off for relying heavily on jump scares, and they absolutely do have a lot of them. But they’re used strategically. In most games, the jump scares are a punishment (a controlled shock, if you will) -- if you play the game perfectly, you’ll never be jump-scared. This is an important design choice that a lot of other horror games don’t follow.Â
Atmospheric Dread: These games absolutely deliver horror and tension through every element of design -- some more than others, admittedly. But a combination of sound cues, the overall texture and aesthetic of the world, the “things move when you’re not looking at them” mechanic, all of it works together to create a feeling of unease and paranoia.Â
Paranoia: As in most survival horror games, you’re at a disadvantage. You can’t move or defend yourself, really -- all you can do is watch. And so watch you do. Except it’s a false sense of security, because flicking lights and checking cameras uses up precious resources, putting you at greater risk. So you have to balance your compulsive need to check, double-check, and make sure...with methodical resource conservation. The best way to survive these games is to remain calm and focused. It’s a brilliant design choice.Â
Visceral Horror: The monster design of the animatronics is absolutely delightful, and there’s a whole range of them to choose from. The sheer size and weight of the creatures, the way they move and position themselves, their grunginess, the deadness of their eyes, the quantity and prominence of their teeth. They are simultaneously adorable and horrifying.Â
Implicit Horror: One of the greatest strengths to FNAF as a franchise is that it never wears its story on its sleeve. Instead of outright telling you what’s going on, the story is delivered in bits and pieces that you have to put together yourself -- creating a puzzle for an engaged player to think about and theorize over and consider long after the game is done. But more than that, the nature of the horror itself is such that it becomes increasingly upsetting the more you think on it. The implications of what’s going on in the game world -- that there are decaying bodies tucked away inside mascots that continue to perform for children, that a man dressed in a costume is luring kids away into a private room to kill them, and so forth -- are the epitome of fridge horror.Â
The FNAF lore does admittedly start to become fairly ridiculous and convoluted as the franchise wears on. But even ret-conned material manages to be pretty interesting in its own right (and there is nothing in the world keeping you from playing the first four games, or even the first six, and pretending none of the rest exist).Â
Another thing I really appreciate about the FNAF franchise is that it’s quite funny, in a way that complements and underscores the horror rather than detracting from it. It’s something a lot of other properties utterly fail to do.Â
The Genius of Scott Cawthon’s MarketingÂ
OK, so FNAF utilizes a multi-prong attack for creating horror and implements it well -- big deal. Why did it explode into a massive IP sensation when other indie horror games that are just as well-made barely made a blip on the radar?Â
Well! That’s where the real genius comes in. This game was built and marketed in a way to maximize its franchisability.Â
First, the story utilizes instantly identifiable, simple but effective character designs, and then generates more and more instantly identifiable unique characters with each iteration. Having a wealth of characters and clever, unique designs basically paves the way for merchandise and fan-works. (That they’re anthropomorphic animal designs also probably helped -- because that taps into the furry fandom as well without completely alienating non-furries).Â
Speaking of fan-work, Scott Cawthon has always been very supportive of fandom, only taking action when people would try to profit off knock-off games and that sort of thing -- basically bad-faith copies. But as far as I know he’s always been super chill with fan-created content, even going so far as to engage directly with the fandom. Which brings me to....
These games were practically designed for streaming, and he took care to deliver them into the hands of influential streamers. Because the games are heavy on jump-scares and scale in difficulty (even including extra-challenging modes after the core game is beaten) they are extremely fun to watch people play. They’re short enough to be easily finished over the duration of a long stream, and they’re episodic -- lending themselves perfectly to a YouTube Lets Play format. One Night = One Video, and now the streamer has weeks of content from your game (but viewers can jump in at any time without really missing much).Â
The games are kid-friendly but also genuinely frightening. Because the most disturbing parts of the game’s lore are hinted at rather than made explicit, younger players can easily engage with the game on a more basic surface level, and others can go as deep into the lore as they feel comfortable. There is no blood and gore and violence or even any explicitly stated death in the main game; all of the murder and death is portrayed obliquely by way of 8-bit mini games and tangential references. Making this game terrifying but accessible to youngsters, and then marketing it directly to younger viewers through popular streamers (and later, merchandising deals) is genius -- because it creates a very broad potential audience, and kids tend to spend 100% of their money (birthdays, allowances, etc.) and are most likely to tell their friends about this super scary game, etc. etc.
By creating a puzzle box of lore, and then interacting directly with the fandom -- dropping hints, trolling, essentially creating an ARG of his own lore through his website, in-game easter eggs, and tie-in materials -- Cawthon created a mystery for fandom to solve. And fans LOVE endlessly speculating over convoluted theories.Â
Cawthon released these games FAST. He dropped FNAF 2 within months of the first game’s release, and kept up a pace of 1-2 games a year ever since. This steady output ensured the games never dropped out of public consciousness -- and introducing new puzzle pieces for the lore-hungry fans to pore over helped keep the discussion going.Â
I think MatPat and The Game Theorists owe a tremendous amount of their own huge success to this game. I think Markiplier does, too, and other big streamers and YouTubers. It’s been fascinating watching the symbiotic relationship between these games and the people who make content about these games. Obviously that’s true for a lot of fandom -- but FNAF feels so special because it really did start so small. It’s a true rags-to-riches sleeper hit and luck absolutely played a role in its growth, but skill is a big part too.Â
Take-Aways For CreativesÂ
I want to be very clear here: I do not think that every piece of media needs to be “IP,” franchisable, an extended universe, or a multimedia sensation. I think there is plenty to be said for creating art of all types, and sometimes that means a standalone story with a small audience.Â
But if you do want a chance at real break-out, run-away success and forging a media empire of your own, I think there are some take-aways to be learned from the success of FNAF:Â
Persistence. Scott Cawthon studied animation and game-design in the 1990s and released his first game in 2002. He released a bunch of stuff afterward. None of it stuck. It took 12 years to hit on the winning formula, and then another several years of incredibly hard work to push out more titles and stoke the fires before it really became a sensation. Wherever you’re at on your creative journey, don’t give up. You never know when your next thing will be The Thing that breaks you out.Â
If you want to sell a lot of something, you have to make it widely appealing to a bunch of people. This means keeping your concept simple to understand (”security guard wards off creepy killer animatronics at a pizza parlor”) and appealing to as wide a segment of the market as you can (ie, a horror story that appeals to both kids and adults). The more hyper-specific your audience, the harder it’s gonna be to find them and the fewer copies of your thing you’ll be selling.Â
Know your shit and put your best work out there. I think there’s an impulse to feel like “well, nobody reads this anyway, so why does it matter if it’s no good” (I certainly have fallen into that on multiple occasions) but that’s the wrong way to think about it. You never know when and where your break will come. Put your best work out there and keep on polishing your craft with better and better stuff because eventually one of those things you chuck out there is going to be The Thing.Â
Figure out where your target audience hangs out, and who influences them, and then get your thing in the hands of those influencers. Streaming and YouTube were the secret to FNAF’s success. Maybe yours will be BookTube, or Instagram, or a secret cabal of free librarians. I don’t know. But you should try your best to figure out who would like the thing that you’re making, and then figure out how to reach those people, and put all of your energy into that instead of shotgun-blasting your marketing all willy nilly.Â
You don’t have to put the whole story on the page. Audiences love puzzles. Fans love mysteries. You can actually leave a lot more unanswered than you think. There’s some value in keeping secrets and leaving things for others to fill in. Remember -- your art is only partly yours. The sandbox belongs to others to play in, too, and you have to let them do that.Â
If in doubt, appealing to furries never hurts.Â
Do I take all of this advice myself? Not by a long shot. But it’s definitely a lot to think about.Â
Now if you’ll excuse me, I have to go beat The Curse of Dreadbear.Â
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Fazbear Frights: What We Found Analysis
Here’s my analysis for What We Found, the third story in Gumdrop Angel. I wrote this as I read so it may be a little different than my previous analysis where I read the story first and went back.
If you’re a Michael Afton fan I highly recommend this. Also, there’s possibly some insight into William Afton, Mrs. Afton, and Henry too, so it’s worth a skim.
Pg 144 '...a place thirty-some years forgotten' Just reconfirming FNAF 3 is 30 years past *one* of the FNAF closings, presumably FNAF 2 location.
Pg 145 "The whole building was giving him [Hudson] a headache." FIX THE VENTILATION BRUH
Pg 148 '...they were able to use salvaged derelict equiptment original to the old pizzerias.' Another confirmation of something we heard from Phone Guy.
Pg 147 "How old are you?" "Twenty-three, same as you." I think this gives us Michael's age during FNAF 3.
EDIT: This kept me awake last night. Obviously this is impossible because he has to be alive for at least 10 years before 1983, BUT maybe its just reconfirming FNAF 3′s year? 2023?
Pg 149 "Hudsan's dad died and his mom married Lewis, a ridiculous balding man who wore plaid vests and smoked a pipe" Did... Did this book just seriously imply Mrs. Afton left William for Henry? Really? (Yes, there's differences; the husband is dead and the man wears plaid 'vests' but it seems very odd to include that detail. This could just have been the writer's own imagination, though.) I have seen this as a fan theory and 100% explains the jealousy aspect of William, but I can't help but kinda hate it. I think this is very important, though, and probably Scott's intention. "This horrible little man [Lewis]... would make Hudson's next ten years a living Hell" This REALLY intrigues me given the context I just went over. The text implies Lewis was fairly neglectful to our main character / Michael stand-in Hudson. Maybe I'm wrong and for some reason Mrs. Emily left and went to William? XD Haha, I'm reading too much into this page. Maybe I'll come back to this later. I figure it's more of Scott possibly including double-details (contradicting stuff with the same character that really applies to two, which has been something I heavily pointed out in previous anaylsis on this blog) Having said that, I'm going w/the former because I can't imagine Henry being abusive (neglectful yes, abusive no) and he's never been portrayed that way in official works like William has in the novels.
Pg 150 "Hudson began to screw up in class...a product of spending the night in fear that his stepfather [Lewis]... [would] beat him just for the fun of it." Ooof. Big confirm on William actually being abusive. Unless we stick with the Henry theory for Lewis (combined with Midnight Motorist Henry theory / alcoholic). "...near-daily beatings..." "his mom started taking pills to get through the day..." So, whoever Mrs. Afton is, she was definetly not paying attention. But then, most people married to serial killers either don't notice because of denial (like this) or because the killer is so manipulative / careful they can't notice.
"Barry, who had red hair and freckles..." Yo?! Is that a description of Fritz?! These friends in the story could be the other kids Michael knew's stand-in's, aka the two gravestones with names he used (Fritz and Jeremy), as shown in the checks for the games and FNAF 6. I've long figured Michael was probably friends with the victims--it makes them easier, although riskier, targets [for William]. The two friends are male, too, like Fritz and Jeremy. If you're curious about Duane's description (our stand in for Jeremy), it's "tight black shirt... muscles... black hair long enough for a glossy ponytail..." I'm not sure if this matches anything found in the novels or contradicts them, though. (The novels = TSE trilogy)
"And so it went... until the night of the fire." For context, this is before FF burns down. We're learning of Hudson's life from his close friends in childhood, his father's death, his mother remarrying, to his abusive stepfather, to his grades slipping to this line. This would be a new fire not seen/mentioned in the games...
Pg 151 "...go to Charlie's for a sundae..." Really. Really Scott. Just gonna use this name again. OK. I'm not even gonna discuss this because it's probably irrelevant. *This is confirmed on pg 158 to be an ice cream shop. No lore relevance aside the annoying name coincidences Scott loves to troll with.
"This is not... an advance into enemy territory, a fight with demons, or a descent into Hell..." Uh, what? What is Hudson talking about? XD I'm only noting it because it seems so out of place. He's probably talking about video games or something.
Another note, although I don't have a specific reference since it is mentioned off-hand many times, is that Hudson keeps referring to his "history" which is implied to have kept him from getting a well-paying job and a girl he's crushing on doesn't know this "history" which is good for him. Seems good old "Michael Stand-In" has done some jail time or something. Edit: On pg 154/155 the girl asks Hudson, "Did you do it?" Seems he may have killed his stepfather or been involved with something else just as bad. Edit 2: No, I was thinking too deep into it. This probably refers to Evan's death at Fredbear's. DUH.
Pg 156 describes an actual "prize corner" in FF! What am I even reading? IIRC this is in FNAF 3, too. So they just hand out these scary gift boxes to people that complete the attraction? (Hudson says he *would* have fun handing out the scary toys to kids when this location opens--kind of a bully thing to do, eh?)
"[Hudson] avoid[ed] glancing in any of the mirrors..." I'm only pointing this out because it could be reference to one of two things. 1) We know because of one of UCN's music tracks, William has a fear of his reflection. Michael probably shares this trait, especially since 2) after Ennard and all... and later on pg 157 it also says, "he never wanted to face: himself" Sounds like guilt, my guy.
Pg 157 "blonde hair... blue eyes..." Hudson shares an eye color with Michael. It's possible Michael had blonde hair as a child and it changed to brown (it's common, something I personally went through being technically blonde/ blue eyed myself)
"He [Hudson] knew from personal experience that toys could turn from fun...to torture ina heart-beat" Fairly self explanatory. Either Hudson's worked at a creepy location before or he doesn't like remembering Fredbear's.
*checks how much is left.* There's still 35 pages (not counting back/front) left of this... This is gonna be a lot of notes.
Pg 158 Hudson doesn't have a car. Poor Mike, probably having to walk everywhere. Especially as a corpse.
Pg 160 This page describes many physical issues Hudson has that prevents him from entering the Navy, all from the abuse of Lewis. Obvious paralell to Michael becoming an undead [because his father sent him to CBPR indirectly causing his condition]
Pg 161 "How's your granny, Hud?... ...Is she still alive?" "I don't think she can die." Does anyone in the Afton family really 'die'? XD
Pg 162 These few pages discuss Hudson's grandmother. She's described as "a seer who claimed to know the future... ...wore big men's plaid flannel shirts with baggy jeans" Um, more plaid / flannel? AGH. STAHP. Lowkey, I would totally headcanon my Aunt Jen like this, though.
Pg 163 "Hudson's mom... the way she was before Hudson's dad had died... never... particularly warm and fuzzy... but... effiencient and responsible..." More about Mrs. Afton, so that's kinda neat.
"Hudson's dad was fun and attentive." There's a good Dad in this series?
"Unfortunetly, he also struggled with mental illness." "invisible low points" (Pg 164) Kinda reminds me of how Henry is described after Charlotte's death in the books.
Pg 164 "When Steven got himself into a bad deal that cost him his small business... he'd taken his life." Oh, it is Henry! SMH. Way to use confusing paralells. So, from our understanding thus far, Hudson's real father, Steven, is our Henry stand-in. His step-father despite being described similar to Henry, is actually our William stand-in. Fair game, Scott.
Pg 164 "...he [Hudson] was locked into a supply closet..." Oh shit, you guys. So, let me go on a tangent here, because this IS important! I just watched a retrospective on Sister Location and FNAF 6 earlier and one theory for Midnight Motorist was the person in the chair was the mother and the kid was Michael. I think this little line may confirm that. In fact, the story may be the key to figuring things out. Obviously, the line is a paralell to FNAF 4's scene in which Crying Child was locked in the supply closet of Fredbear's. I know some people, including Matpat, believe[d] CC was Michael, and in this book's context, it sort of works. This does contradict Step Closer and 1000 other things that make Michael the older brother, but maybe it's hinting at MM? Abusive stepdad (possibly Henry... maybe William is gone at this point), checked out Mom (hey, grey couch lady with Foxybro's font). IDK, but its definetly something to think about.
Pg 165 Lewis is mentioned as calling Hudson "nothing" and saying "you're nothing" on several occasions on this page. Just more abuse, for those accurate fanfic writers like me. Also I kinda wanna watch Morel Orel again. Yall know my fav character is Clay. Yall know.
"You're smoke." <-- Lewis / The text later reads, "...there was some irony, given what eventually happened." BRUH. Why did your stepdad die in a fire? :V TELL ME.
"When his family's house burned down at the end of his senior year..." Huh. Is there a fire we don't know about in the game-verse? Could this explain what happened to the FNAF 4 house before MM house?!
"...it purged Hudson of Lewis and his mother." MRS. AFTON BURNED ALIVE, TOO? Bruh. I can't with this story.
The text later describes the fire is concluded to be man-made and Hudson was blamed for it. Can't say if this ties to Michael, but it IS interesting... TBF, there is a small paralell to draw between Henry in FNAF 6 and his history of suicide in the books, too.
Pg 166 "...this place's [FF] busted thermostat.." I just find this line funny.
Pg 167 "...after three weeks of keeping an eye on the place" Some more timeline context for FNAF 3. We know that Michael worked there a little while before we start playing the game thanks to one of the phone calls, IIRC, so this makes sense. If Michael was accused of [something] and also wanting to hunt down his father, then it makes perfect sense why he's working a dead end job at Freddy's over and over and over. Fun fun fun.
Pg 169 "He hated to think about a functional character [Foxy]" This line is in regards to Hudson not liking the set up of Pirate's Cove and Foxy's hook to scare people. Sounds familiar, don't it? (For Michael anyway.)
Pg 173 "Some big find is arriving tomorrow." SPRINGY BOI! COME ON BOOK, get on with the show?
Pg 176 "Granny was wearing a red-and-green plaid shirt and her baggy jeans." Nothing special, but it was specifically brought up twice. I'm kind of racking my brain trying to understand what the point of this character is outside of "woooo everything is haunted don't you know that" kind of character.
Pg 180 "...dropped the crate on the linoleum with a resounding thud." HEY. Poor Springtrap, just gettin' tossed around like the trash he is.
Pg 186 "If you weren't so stupid, I'd tell you more about it." Springtrap bringing the burn. =:)
"A voice with a burr-like rasp...hint of a Southern accent" I'm going to assume this is because it's Lewis probably in the suit in this story and not our old British lad.
"It's was Mr. Atkin's voice." THE MATH TEACHER? *goes back to check* 'The algebra teacher'. Okay...
Pg 190 Okay, so Hudson hear's Lewis' voice this time. Okay, I get it now. Springtrap in this kind of imbodies all of Hudson's old bullies, including the teacher. He also has PTSD, just FYI. IDK if anyone finds that important, but it's fairly obvious by the line "He wasn't in his bedroom. Lewis didn't just slam his head into a desk; his head had been slammed into the [arcade] game."
"Why did he hallucinate a scene from his childhood?" Oh, it's not PTSD, then. It's just the VENTILATION ERROR. lol Okay.
Just a note, as I'm reading through the more action-based stuff, I kind of feel bad for Michael if he had flashbacks like this guy. They're intense.
So, Lewis' voice finally comes out of Springtrap on Pg 213. There's that.
Pg 220 "You can just stay there [in his room]" Kind of a paralell to Midnight Motorist. Lewis is saying it to Hudson. I really feel like the kid in the MM game is Michael because of this story...
Pg 223 "Heat purges. Fire heals." I'm sure that's Henry's life motto.
The ending was stupid, but most in these stories are. Hudson is hallucinating and is implied to have burned himself alive in FF's oven. Meh? The first half of this one is A TRIP and a little insight into what I 100% believe is Michael's childhood. I think the saddest part of it all is that we never got Springtrap speaking to Michael in FNAF 3--and if it's ever remade I hope we get more of them interacting.
#fazbear frights#fnaf spoilers#spoilers#what we found#michael afton#springtrap#fnaf theories#fnaf theory#fnaf 3#midnight motorist#mrs. afton#henry emily
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