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What's going on guys? Dawko back again. Hope you are fantastic today!
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And Welcome to the Interview with Scott Cawthon
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I am so, so so excited and nervous at the same time , um
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I'm so fricking nervous for this, um
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but it's going to be great
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I've got a bunch of questions to ask him um from all of the games
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So, from FNAF 1 thru to Ultimate Custom Night and the future as well
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So, I'm going to ask him some future updates; what he is planning.
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And some stuff about himself as well
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It's going to be a great interview!
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Please understand, as well, that I got a lot of questions but I couldn't
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ask everybody's of course. I got litterally 10,000 questions from you guys so
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I had to pick each ones, and I gave Scott the questions and
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We've reviewed them together for the ones he wants to answer ok?
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So, yeah! That's all that I need to say.
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Thank you all so much for the support and again thank you Scott for the opportunity
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to give you an interview. I am incredibly nervous. This is a once in a life opportunity
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I am so incredibly grateful for you guys and Scott as well and this franchise.
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Happy anniversary to FNAF; 4 years today! It's insane. So Let's go. (girly squeal)
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(phone rings)
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Hello?
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Scott: Uh, hello, hello hello
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Um if you're hearing this than that means you beat 50/20 mode and I have to do an
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interview now, which I'm kind of uncomfortable with but I'm gonna do it an..
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Ah forget it, I'm done with the Phone Guy shtick
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I was going to try to keep it up for a while, but naw I think I'll end it right there
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Dawko: That was perfect
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Scott: How you doing today Lewis?
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Dawko: I am very scared and nervous because yknow
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Scott: No no no (that's 3x) crazy talk
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Yeah, I'm a little anxious about this too because yknow I tend to ramble
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with my answers sometimes.
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but I haven't prepared any answers for this, I'm just gonna speak from the heart and just
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talk about some stuff and yeah it'll be good.
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Dawko: Awesome because today is the 4 year anniversary of Five Nights at Freddy's.
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So, 4 years is crazy
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Scott: Yeah 4 years
Dawko: We'll just get straight into it
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So, the first game 4 years since FNAF 1 we're going straight into that.
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So, the first question I'd love to ask you let's kick it off with
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"How did you think of the original designs of the animatronics of the original gang?"
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Scott: Um yknow, the main three characters Freddy, Bonnie, and Chica those designs
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just kinda uh I didn't really plan ahead what animals they should be.
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Those three just seemed natural to me for some reason. Yknow (Dawko: umhum) the only one I really
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struggled with was trying to think of the fourth character.
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Yknow who would be on the little stage kinda by himself (Dawko:yeah) and I'm trying to remember
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all the options that I originally was kinda debating between. I mean one of the
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contenders was a fox obviously, which ended up winning. The other one was a wolf
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Another one was going to be a beaver, but later I decided against that cuz I thought
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that was too on the nose from Chipper, so I decided against that.
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Actually if I remember correctly, I think that a beaver character was the front runner,
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until I finally decided against him because of Chipper and then went with the
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fox instead.
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Dawko: Yeah. So, Freddy was always going to be the original like leader instead of Chipper?
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Scott: Yeah Freddy was always going to be the main character.
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He was the first character that I made. Um it just came naturally, I didn't have
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to plan him out. I just knew that he was going to be a bear with a top hat holding
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a microphone.
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Dawko: yeah
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Yknow he was always going to be the leader of the pack.
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Dawko: Um the next question is
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How did you come up with the game mechanic? Sitting alone in an office, not able to move.
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I think someone mentioned about Sit N' Survive.
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Did that have any inspiration for that? Did any like old games inspire you for this one?
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Scott: Um I don't think it was Sit N' Survive.
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Sit N' Survive was kind of a yknow uh all of these games cough
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Then again I guess my mindset at the time was to make smaller games that would be
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a shorter experience. For a while I was trying to make these big sweeping edge EPIC games
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like The Desolate Hope and stuff and it was too much of a gigantic commitment
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that ultimately yknow they just weren't paying off and at the time I was really
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struggling yknow to find... yknow somthing to kinda yknow support my family and everything
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Five Nights at Freddy's was kinda the result of me switching to this idea of
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making shorter experiences that I can make
a bit faster, yknow without commiting yknow
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two years to them. Yknow while also
um... yknow making it a really robust
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experience. It's just a shorter game yknow?
Dawko: Yeah
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Scott: I think that played a big part in it
yknow everything is designed to where you
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see everything right away. Yknow, as soon
as you jump in you are in the experience.
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Yknow? So it doesn't matter if it lasts
for 5 minutes, 10 minutes,
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30 minutes, or an hour yknow you are in the
middle of it right away.
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Dawko: Did anything change along the
course of making FNAF 1?
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Scott: Um... I don't think I had any
problems. Lots of the stuff that was in
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there... I don't know. FNAF 1 I think was
a result of all the right ingredients to
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be there. I threw a bunch of stuff in there
and then yknow people who tested it would
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give me... and I don't mean my kids, I let
some other people test it as well.
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But yknow they would give me some advice
like one person said
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"oh I think you should leave out Phone Guy
there's too much exposition"
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and then my mother jumps in and says
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"oh I don't think you should have backstory
about anybody being killed yknow I don't
think the game needs that"
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Yknow I think I made a lot of really good
decisions about what to leave in yknow and
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what to take out.
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It was just all the right ingredients there
so I'm really happy with that.
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Dawko: It really stood out from all the
indie games people were playing to the time.
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That's definitely how it became successful.
It just stood out from any other horror
experience aswell so yeah. Good Job!
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Speaking about that exploding,
Did you think it was going to get a huge
reaction on the internet?
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Scott: No, of course not. I mean... like I said,
at the time yknow I was trying to make
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a bunch of little games to help support my
family. At the time I think I was making
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slot machine games and just yknow anything
that would bring in an extra yknow 40 or 50
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dollars a month. Yknow just trying to
accumulate all that stuff up so no.
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Don't get me wrong, yknow that wasn't just
an afterthought of the game, I put in a lot
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of time and effort into FNAF obviously
but as far as expecting it to explode?
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No, of course not. Yknow I remember when
I released it, I didn't get it on Steam or
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anything it was on a site called Desura at
the time, which was more imediately
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welcoming of yknow anybody who wanted to
post games.
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There are other sites that do that now, but
yknow I was watching the download count on
that
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and I was watching it kinda skyrocket and
eventually my wife would come over and
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she'd be like "lemme look at the number
lemme look at the number". She'd come over
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every 10 minutes wanting to see because she
was just astonished at how quickly that
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number was going from yknow 5000 to 10000
to 15000 and 20000. It was just going
through the roof by the minute!
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Yknow at the time I was just kinda enjoying
it that evening. I was like
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"Well yknow this is great but yknow it'll
be over tomorrow." Yknow that was my mindset.
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Like "Oh wow this is a big spike, everybody
is enjoying it. I wonder what I'll make tomorrow."
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I had no idea that 4 years later I was still
gonna be in the middle of a bunch of FNAF projects.
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Dawko: Yeah, that's awesome. That's really
awesome
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Do you have a favorite memory of FNAF 1?
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Scott: yeah, yeah ,yeah I do and it's the first jumpscare for me
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and the first jumpscare from my two kids you know and
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it was all Bonnie which thrilled me because Bonnie is the only one that
Jeremiah Guerrero
needs more work