i think a lot about the fact that scott was the first one to sign the contract that signs your life away to fazbender's (the red contract) by the way. and then nobody else even touched the contract until dave and then jack. and we know jack likely did it for the promise once given the chance given how he talks about it in DSaF2 -- it was kinda just a formality. i am curious about dave doing it. i don't think henry made dave do it, since henry was the one killing in fazbender's while dave worked in fredbear's, from how it sounds and what we know. but the fact dave signed his life away to the company after henry bailed on him is SO interesting. ohhh you have no life and so you'll surrender it just to watch the company burn, and as it falls apart, so, too, will any purpose you ever had. dave doesn't even know that jack feels as empty as he does, some days.
anyways i think scott signed the contract when he initially opened fazbender's as a way of showing his dedication to the company and it was solely meant to be a sort of symbolic thing. the red contract was never SUPPOSED to be utilized. but after scott died for good and the company got more and more screwy especially with the emphasis on Remaking Scott, the red contract came back into play for particularly dedicated employees who had gone through fazbender's locations for some time, hence why jack was offerred it by steven.
come meet scott jack! he works here!
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Hey, Steven: There's a homeless man with a Nokia head and "fuckface" written on it. Shouldn't you do something about it?
"I am aware, yes. He comes by every now and then for a free pizza. He lives in a dumpster down the street, to my knowledge."
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"I am Scott Cawthon, and you are?"
(short story about Scott 01_01 meeting one of the Phone Guys. Not sure what else is there to say besides that I was very inspired by dsaftales "Nothing" and this gorgeous drawing of Scott Prime)
Something began to stir, an ominous rumble echoing through the vast space, faintly lit up by a pale light coming from seemingly nowhere and everywhere all at the same time. No walls to be found in any direction for miles ; only an old, wooden floor that seemed to stretch past the horizon into eternal darkness. Aside from that, there was nothing that could have moved or made any sounds, and yet, it did. It writhed mindlessly, louder and louder until finally, that nothingness burst : violently birthing a groaning, wheezing wet blob of wires onto the floor - a puddle of something best left unnamed and undescribed forming around it as it continued pouring from the wound in the nothingness for a while. There should have been no air to transfer the sound of it trickling, spreading everywhere and yet…
One arm was abruptly extended from within the formless mass. Fingers twitched as an invisible force tugged at it’s wrist, similarly to how one would have tugged at a knot on a string of yarn in hopes of untangling it. In no time, another arm followed ; then a leg, then a torso, another leg and finally a head - encased in featureless plastic and metal. Though it had neither a mouth or a nose, the form through means inexplicable (incomprehensible, even) took a deep, deep breath. Cold air filled it’s aching lungs, the sensation somehow simultaneously refreshing and numbing, it’s wet fingers slipping slightly over the wooden tiles. Weak, barely conscious, it would have surely fallen over, plastic-cage first into the floor, were it not for something suddenly pulling it upwards, straightening it’s posture. A sharp pain shot from it’s spine, and the mass let out a choked up cry.
“Here, here. Let me help you up, put you back together…I’m sorry. I’m so sorry about all of this.”
Warm, calloused hands began gently wiping away the wet grime from the plastic and the flesh connected to it, tenderness of it oddly familiar to the mass : now slowly taking shape of a man, clad in jeans and a blue shirt. Above it all, like a poor mockery of a crown, stood a black, scratched up rotary phone where a head of flesh and bone ought to have been. Then, and only then did he became aware of being conscious - as if experiencing the entirety of the evolution of sapience in the span of five seconds. Startled, just like anyone else would have been in his place, the man jumped away.
“A-Ah, who are you?!” he stammered out, at the same time looking around - despite not having any eyes, so to speak of. “W-Where am I? What is this??”What - or more so, who - stood before the man was another man. His suit, well taken care of in spite of age, was a blue so bright it appeared to have been painted onto the man…Much like the rest of the man himself, really : his presence radiant and warm, contrasting greatly against the cold darkness surrounding them.He too, had a phone for a head - a relic, the casing still made out of wood, the visible metal parts ever so slightly rusted at the edges. Yet, between the two of them, the younger model looked almost crude, with all it’s scratches, stains and other marks of wear and tear when facing the older one : regal, well maintained, having visibly been loved.
“I am Scott.” the man in blue extended one hand in greeting towards him. “I’m so happy to meet you.”
(READ THE REST ON AO3 HERE)
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Dogman, how do you write SO WELL!?!? I love all your characters and I need to know what/where you find inspo from...
Ha. Every writer is just someone who apes the creative processes of their inspirations. For video game writing specifically, there's two answers for me.
Toby Fox is always gonna be a huge inspiration for me. I've written plots and characters before and had to abandon ideas after realizing I'd accidentally written part of UT again. Even some of the ideas I used were undeniably inspired by UT in a subconscious way and ofc, I included several explicit references to UT in my last series. Toby's a very clever guy who likely pays very close attention to the art he consumes and tries to figure out how to maximize how much his work connects with his audience. Whatever his process is, it works.
The other answer is a lil funnier: Scott Cawthon, but specifically the legend, not the man. For context: Back in the earlier days of the FNaF fandom, people had a hyper-inflated view of Scott Cawthon's writing skills that largely came from how little of a presence he had back in those days. In the vacuum of Scott actually explaining his own process in detail, people got caught up in his genuinely creative way of hiding exposition in his games using cryptid and (then) unexpected methods, and a narrative formed (one that he's since refuted.)
While he never implied it tmk, fans broadly believed that he constructed these sweeping and complex narratives with tons of cohesive moving parts, with the games essentially acting like the mere tip of his lore iceberg. People even thought he wrote so much that he had whole games worth of lore outlined from the beginning! In the first Dawko interview he gave, he clarified that this wasn't the case and explained roughly what his process was (basically just outlining rough theme ideas + aesthetics for future titles.)
However, that legend made younger-me's mind run wild and any time I wrote a story, it became very difficult for me to not keep writing down ideas while completing the grunt work that followed me finishing my scripts. When I finished DSaF 1, I already had DSaF 2's draft written and by the time 2 was done, I had enough lore for a 3rd game on paper (and a lot more stuff that I didn't use.) By the time three was out, I had pages upon pages of unused concepts/story ideas and more or less just had to decide to call it quits or else I'd be pumping out entries forever!
That's why if you go back to those older games, there's references that directly refer to future plot-points in pretty casual/easy to miss ways. (Like Henry's mention in DSaF 1, Dave being heartless in DSaF 2, Jack being soulless in 1, and even Blackjack being Jack's soul in 2. Most of 3's major plotpoints are implied somewhere in 2 and some of 2's in 1.)
DT is much the same. By the time I finished writing it, I had fairly detailed drafts for arcs for each of the characters, some early material ended up getting completely recontextualized (and even modified in small ways to not conflict with the wider ideas I came up with.)
I get really into writing my stories/characters and I always wonder exactly how things ended up where they are, what characters think about but don't say, etc etc. This is why I have an obscene amount of Crown lore that I have very little to do with rn (since he impacted the whole world so deeply.)
This extra stuff also includes plenty of sequel material ideas, though I didn't think I'd even get a chance to use them since DT performed pretty meagerly before the big release and I was expecting to have to move onto something new. Though it turned out that Scott didn't actually write his games this way (by his own admission), it's the correct answer for what my core writing inspiration for writing game narratives is.
Hope this helps!
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