Five Nights at Freddy's 4

Five Nights at Freddy's 4

What if FNaF was made by an experienced developer? [Not troll, Not bait, Not hate, I'm actually being serious]
I'm not knocking on Scott's skill as an indie developer as that's all he is, an indie developer and I have no skill in programming games myself so I can't boast on making a better game than him.

But if Scott were to sell the rights to another company to an EXPERIENCED development team, could it actually be a better game?

Many would think yes, and you are correct if you think so. Scott has provided us 4 games that are decent and actually impressive since it was all made by one guy, but that's the thing.

HE'S JUST ONE GUY.

One guy, who has a family and instead of actual playtesters, he uses his sons to help playtest his game (You could count YouTubers maybe if Scott were to actually write down all the things he did and say, I could probably improve that in the future.)

The lore is very great and has potential to be better, if Scott relinquishes some rights.

The development company, however, should still have Scott on the writing team and he can write out the story.

Can you imagine this game actually being better with experienced developers working with Scott to create a horror experience that DOESN'T revolve around jumpscares? The atmosphere in this game is good, but mainly the most horror we get around here is the jumpscares, along with some subtle scares on the camera's..

It doesn't have to be a big development team, but would it be cool if we had more than one person working on this game?!? Like I said this game has potential to have SERIOUS games and SILLY games be created and developed.

The fanbase, unfortunately, can never be changed as we will always have the little kids (until they grow up to be mature enough), but we can recieve new fans, maybe some more late 10's and early 20's people could join.

I mainly created this thread because I want to know what you guys would think if there ever WAS a new developer to actually help improve this series and make a game that's devoted to the ENTIRE lore of FNaF.

P.S. As I've said, this series has more potential to be great and it would be a shame to see it go really.

P.S.S. There's lot of other games that have a potential to be great as well. Unfortunately, only time will tell whether it will actually exist or not. The future is out there guys and it's waiting...

P.S.S.S. (a small note) I originally posted this thread in the FNaF 1 forums, but the FNaF 1 forums are being taken over by 'Manny Pardo admirers' so I didn't get a decent response there.

P.S to Scott: If you are somehow reading this post it's not meant to be rude to you and I actually do enjoy your games. I just want to see the series grow as something better than what most people refer to it as "Paranoia-fueled Jumpscares"

Thanks for reading!
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Showing 1-11 of 11 comments
DJ Sterf Aug 1, 2015 @ 10:58am 
He is stronger on the modeling, design, and media-based aspects than he is at having 'Best Practices' regarding coding within any Software Development Lifecycle framework (which is desirable in most Development jobs). ClickTeam is structured after a code-lite model (comparable to Kismet in Unreal Engine), which can work well in various app genres. In Scott's case, he found something that took off like crazy, so on one hand, why would he need to change his procedure at all? I wish he'd have a distinct Beta phase with testers with a wide variety of skill levels/skillsets, and systematically go through the games until they're bulletproof (or at least very close) before releasing it, but his workflow seems to be getting a ton of success anyway.
Ellie Aug 1, 2015 @ 11:11am 
If Scott ever makes such a deal, the company should agree that he can make major decisions about the game.

However, I think he should begin making games by hiring people to work for him, under the company name "ScottGames"(He already has a logo for it on one of the FNaF shirts).

He could be owner of this company, who can supervise and help write for his games, in order to keep his own personal touch in the games.

The reason why I think he should hire people is because he is limited in what he can do, programming wise. It would take a while to learn new programming languages, so I personally think that if he wants better-quality games, he should hire and supervise people with thar knowledge.
Originally posted by DJ Sterf:
He is stronger on the modeling, design, and media-based aspects than he is at having 'Best Practices' regarding coding within any Software Development Lifecycle framework (which is desirable in most Development jobs). ClickTeam is structured after a code-lite model (comparable to Kismet in Unreal Engine), which can work well in various app genres. In Scott's case, he found something that took off like crazy, so on one hand, why would he need to change his procedure at all? I wish he'd have a distinct Beta phase with testers with a wide variety of skill levels/skillsets, and systematically go through the games until they're bulletproof (or at least very close) before releasing it, but his workflow seems to be getting a ton of success anyway.

Yes, I will agree that the models in all 4 games are particularly spot on and the atmosphere is pretty great too. He could be in charge for the art as well on the game if he was on the development team.

I also agree that he might not have to change his prodecure at all, but... some people might lose interest if he follows this same formula. I don't mind it really that it continues to be the same, but can't you imagine a FNaF game that had you be able to move or explore in? I think it would be interesting, but I don't think the clickteam engine can support something like this.



Originally posted by Hinic:
If Scott ever makes such a deal, the company should agree that he can make major decisions about the game.

However, I think he should begin making games by hiring people to work for him, under the company name "ScottGames"(He already has a logo for it on one of the FNaF shirts).

He could be owner of this company, who can supervise and help write for his games, in order to keep his own personal touch in the games.

The reason why I think he should hire people is because he is limited in what he can do, programming wise. It would take a while to learn new programming languages, so I personally think that if he wants better-quality games, he should hire and supervise people with thar knowledge.

Yes and like I said, if he's the writer of the story, basically, the programmers would be following him on how to fit the gameplay around the story to how he wants it. And if there's a design choice in the development part, he should be the one to make the choice.

That's not a bad idea though too about him just hiring a couple people, I believe he probably has such funds to do so, but only if he wants to do it. He might find it as a more of a hassle to have to worry about being able to have the money to pay the employees, but it is entirely up to him.
No, because when it comes to Clickteam Scott is already just as or even more experienced at the software than anyone working under a AAA publisher would be. It's his game and his story so it wouldn't make sense to turn it over to someone else.
Originally posted by DarkLordWiggles:
No, because when it comes to Clickteam Scott is already just as or even more experienced at the software than anyone working under a AAA publisher would be. It's his game and his story so it wouldn't make sense to turn it over to someone else.

I'm not saying he should completely turnover all of the stuff, but maybe... Hire some experienced workers and change the engine.

What he's doing is basically Clickteam's Maximum.

Of course it's up to him though because a guy on a forum can't change it, but I was just curious on what you guys thought and would you think FNaF would be better. It has a good story, but the gameplay is kind of... repetitive, in each of the games. I still like all the games and each of the animatronics, but wouldn't it be cool if we had the option to actually get up from our desk and walk around the pizzeria (Maybe the FNaF 2 pizzeria because the 1st one is quote compact.) I just wanna make sure FNaF has a FUTURE and it doesn't completely die and be forgotten.
DJ Sterf Aug 1, 2015 @ 4:15pm 
Originally posted by totallynotaspy :/:
What he's doing is basically Clickteam's Maximum.

To be fair, ClickTeam is extremely broad...just took a screenshot of my dev objects menu:
Some of the ClickTeam Objects that you can use...[www.scf.mobi]

For reference, Scott is using very few of these (Active objects with basic Keyframe animations, Click Regions, Timers, and in previous FNAFs, the Perspective object)
Originally posted by DJ Sterf:
Originally posted by totallynotaspy :/:
What he's doing is basically Clickteam's Maximum.

To be fair, ClickTeam is extremely broad...just took a screenshot of my dev objects menu:
Some of the ClickTeam Objects that you can use...[www.scf.mobi]

For reference, Scott is using very few of these (Active objects with basic Keyframe animations, Click Regions, Timers, and in previous FNAFs, the Perspective object)

Ah I see, so maybe it is a little bit more advanced and Scott's not breaking the threshold. Whenever somebody ever uses this engine it looks like only 2d games can be made which this game is kind of looks like a hybrid.
wifeburger Aug 1, 2015 @ 4:50pm 
Oh you mean like Scott Cawthon? Yeah, I wish that FNaF was originally made by someone as talanted as him. :(
Originally posted by Darsk Fazion:
Oh you mean like Scott Cawthon? Yeah, I wish that FNaF was originally made by someone as talanted as him. :(

Waht.
DJ Sterf Aug 1, 2015 @ 4:59pm 
Originally posted by totallynotaspy :/:
Ah I see, so maybe it is a little bit more advanced and Scott's not breaking the threshold. Whenever somebody ever uses this engine it looks like only 2d games can be made which this game is kind of looks like a hybrid.

Some of the Direct3D implementations in ClickTeam are risky...too many polygons and it garbage collects the oldest frames to free up memory (i.e. you'd get missing polygons if the complexity is too high). I don't know if he tried using 3D Meshes in the development of any of these games, but it's possible. It looks as if he made a ton of 3D models and animations (whether in 3ds Max/Maya/Blender), and then frame captured each step of the animation. After that, you'd put them in the animation keyframes of a general Active object. This is much less memory-intensive, so older machines can potentially run it, and it won't drop polygons. This seems to be a ClickTeam-specific thing, though. D3D (and D2D) and OpenGL work great in C#/anything.NET/most anything else (e.g. I made a 2.5D game engine in D3D in VB.NET as a hobby project a long time ago, ran great even on an old Windows 98 computer).

But what Scott did there was functionally good...make it work and accessible to more users, as opposed to flaunting a set of 3D objects that wouldn't be able to handle everything he'd want. That speaks to clever design.

But ClickTeam can do a ton of stuff. Platforming is ultra-easy, and the new Physics objects (XY plane) and Car objects are kinda neat. By far, though, this is the most popular ClickTeam game series ever made by a ridiculous amount.
Originally posted by DJ Sterf:
Originally posted by totallynotaspy :/:
Ah I see, so maybe it is a little bit more advanced and Scott's not breaking the threshold. Whenever somebody ever uses this engine it looks like only 2d games can be made which this game is kind of looks like a hybrid.

Some of the Direct3D implementations in ClickTeam are risky...too many polygons and it garbage collects the oldest frames to free up memory (i.e. you'd get missing polygons if the complexity is too high). I don't know if he tried using 3D Meshes in the development of any of these games, but it's possible. It looks as if he made a ton of 3D models and animations (whether in 3ds Max/Maya/Blender), and then frame captured each step of the animation. After that, you'd put them in the animation keyframes of a general Active object. This is much less memory-intensive, so older machines can potentially run it, and it won't drop polygons. This seems to be a ClickTeam-specific thing, though. D3D (and D2D) and OpenGL work great in C#/anything.NET/most anything else (e.g. I made a 2.5D game engine in D3D in VB.NET as a hobby project a long time ago, ran great even on an old Windows 98 computer).

But what Scott did there was functionally good...make it work and accessible to more users, as opposed to flaunting a set of 3D objects that wouldn't be able to handle everything he'd want. That speaks to clever design.

But ClickTeam can do a ton of stuff. Platforming is ultra-easy, and the new Physics objects (XY plane) and Car objects are kinda neat. By far, though, this is the most popular ClickTeam game series ever made by a ridiculous amount.

Interesting. Clickteam always struck me as just a 2d engine that can only support 3D in a way Scott had done it.

Scott, I will agree has done an amazing job as well using this engine to create some good games. I'm glad the game AT least works and is not broken like some indie games that are released.

I'm also not surprised that this is the popular clickteam game too if it's able to produce an atmosphere that would frighten some gamers.
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Date Posted: Aug 1, 2015 @ 10:49am
Posts: 11