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SL is cannon btw.
In 2, at least six kids were murdered, and it's lightly implied that they used the Golden Freddy suit recently to do it.
In 3, no new children were murdered besides the six that were established in 2. It's implied that the Springbonnie suit was used for murders as well.
In 4, the only death in the game is not caused by a mascot man, but rather by foolish children who were messing around with dangerous machinery.
In SL, the robots were designed to trap/kill children, and on record only got one. No mascot man to be found.
So only 3/5 games involve a murderer in a suit.
Again my opinion.
In Literary Theory (specifically, Formalist Criticism), there is a concept called the M.H. Abrams Model of Story Telling. It's a triangle with a point in the center. At the top, you have The Universe, on the lower corners, you have The Author and The Audience, and in the middle, you have The Work.
Basically, each of the four points connect to one another, each demonstrating a different way to look at how the four elements interact with one another. The Author can pull information from the Universe, and trust the Audience has a similar perspective of the universe and use this information to influence how he writes, for example.
Example Depiction [upload.wikimedia.org]
So, with a direct connection from the author to the universe to the audience, we have the Literal layer of story telling (important for Mimetic works, like autobiographies and historical depictions), Between the Author, the work and the audience, we have the Narrative layer of story telling (Which I usually call the 'Figurative' layer, as each of these are narrative layers, uncapitialized. I find the redundancy unnecessary. This is for expressive works, like poetry and just about anything by Kafka). The Final connection, the direct link between the Author and the Audience is the Reflective layer of story telling, the 'rules' for writing that make works good or bad at depicting what the author is trying to convey.
With each successive game he releases, his Figurative Layer is changing. Cawthon is developing skills to make the game more expressive, while still shaving away the Literal to make it more elusive. Because of how drastically different FNAF1 and 2 are, I can tell he went through a major rewrite; He started using framing devices in his works, the story's cast of characters became more pronounced and developed, the scope was defined and became rigid, and he started using throw away lines in FNAF1 as set-ups for pay offs in FNAF2.
Since then, he's maintained a pretty standard use of thematic elements and produced a personal guide of writing that enables him to have a strong story that we unconsciously recognize but cognitively understand. It's to a point that people have dug their heels into the clear and simple solutions to evidence we hear, but can't reconcile letting them go; leading to people declaring that evidence is contradictory and that Cawthon doesn't actually have a story in mind.
I applaud this different direction though, taking each game as their own individual retellings of the same base story; I just disagree on the principle. The 'stories' of each game are interdependent on one another. The Puppet doesn't even appear in FNAF4, for example, while Micheal Afton is superfluous to FNAF1-4. While we know that the suits (or specifically, the masks) are haunted due to FNAF1, we wouldn't have that to go off of in FNAF3.
The answers are here, we just need to step back from failed postulates and look at the old evidence under new eyes.