00:00What's going on, guys? (oof clap) Dawko back again
00:00Hope you are fantastic today and welcome to the interview with Scott Cawthon
00:06I am so, so excited and nervous at the same time, and I'm so frickin' nervous for this, but it's gonna be great
00:13I've got a bunch of questions to ask him, uhh, from all of the games, so from FNAF 1 through to Ultimate Custom Night and the future as well
00:21So I'm going to ask him some future updates about what he's planning, and stuff about himself as well
00:25It's gonna be a great interview
00:28Please understand as well that I've got a lot of questions, but I couldn't ask everybody's, of course
00:34I got, like, literally ten thousand questions from you guys, so I had to pick each one, and I gave Scott the questions
00:37And we've reviewed them together for the ones he wants to answer
00:45Okay, so yeah, that's all I need to say
00:45Thank you so much for the support
00:45And again, thank you, Scott, for the opportunity to give you an interview
00:52I am incredibly nervous
00:56This is a once-in-a-lifetime opportunity, and I'm incredibly grateful for you guys and Scott as well on this franchise
01:03Happy Anniversary to FNAF
01:03Four years today
01:03It's insane
01:07Let's go! (Squeals nervously) (Phone call ringing sound) Hello? Uh, hello
01:17Hello, hello
01:19Um, if you're hearing this, that means that you beat 50/20 mode, and I have to do an interview now, which I'm kind of uncomfortable with, but I'm gonna do any—ah, forget it, okay, I'm done with the phone guy stick, so..
01:29(Lewis laughs) (maniacally) I was gonna try and keep it going for a while
01:30But nah, I think I'll just end it right there
01:35Yeah, that's perfect, that's perfect
01:38How are you doing today, Lewis? I am very scared and nervous because, you know—no, no, that's (x3) crazy talk
01:46Yeah, I've been feeling a little anxious about this too because, you know, I tend to ramble on with my answers sometimes
01:50But I haven't— I haven't prepared any answers for this
01:50I'm just gonna try to, uhh, speak from the heart and just, uhh, talk about some stuff, and yeah, it'll be good
02:02Yeah, awesome! Because today is the four-year anniversary of Five Nights at Freddy's, so..
02:09Four years
02:11It's crazy
02:12Yeah, four years
02:13And we'll just get straight into it
02:14So, the first game
02:14So, four..
02:14It's been years since Five Nights at Freddy's 1, so we're gonna go straight into that
02:19Um..
02:20so the first question I'd love to ask you to kick it off is: how did you think of the original designs of the animatronics? So the original gang? Um, you know, the main three characters—Freddy, Bonnie, and Chica
02:35Those designs just kind of, um, I didn't really plan ahead about what animals they should be
02:40Those three just kind of seemed natural to me for some reason
02:46You know, the only one I really struggled with was trying to think of the fourth character, you know, who would be on the separate little stage kind of by himself
02:55Yeah
02:57And I'm trying to remember all the options that I'd come up with that I, uh, originally was kind of debating
03:00Between, I mean, one of the contenders was a fox, obviously, which ended up winning
03:07Err, the other one was a wolf, and, alright, and the other one was going to be a beaver
03:10(Laughs) But then later, I decided against that because I thought that was too on-the-nose from Chipper, so I decided to get rid of that
03:16But yeah, actually, if I remember correctly, I really think that a beaver character was the front-runner until I finally decided against him because of Chipper and then went with the fox instead
03:29Yeah
03:30So Freddy was always going to be the original leader instead of Chipper
03:35Yeah
03:35Yeah
03:35Freddy was always..
03:35Freddy was always going to be the main character
03:35He was the first character that I made
03:41It just came naturally
03:41I didn't have to plan him out; I just knew that he was going to be a bear with a top hat holding a microphone
03:49Yeah, you know, he was always..
03:50he was always going to be the leader of the pack
03:55And the next question is, how did you come up with the game mechanics? So, sitting alone in an office, not being able to move, and, um..
04:04I think someone mentioned 'sit and survive.' Did that have any inspiration for that? Any old games inspire you for this one? Um, well, I don't think it was 'sit and survive.' I don't..
04:14(Laughs) 'Sit and survive' was just kind of, you know, uh..
04:19you know, all of these games
04:19(Cough) Well, this again, I just, I guess it was my mindset at the time because my mindset at the time
04:21It was, uhh..
04:28to make smaller games
04:33They would provide a shorter experience because, for a while, I was trying to make these big, kind of sweeping epic games like The Desolate Hope and stuff
04:38It was just too much of a gigantic commitment that ultimately, you know, they just weren't paying off
04:49At the time, I was really struggling to find something to support my family and everything
04:58Five Nights at Freddy's was kind of the result of me switching to this idea of making shorter experiences that I could create a bit faster, without committing two years to them
05:07You know, while also, um..
05:07making it a really robust experience
05:14Experience
05:14It's just a shorter game, you know? So I think that played a big part in it, you know? Everything is designed so that you see everything right away
05:21As soon as you jump in, you're in the experience
05:28It doesn't matter if it lasts for five minutes, ten minutes, thirty minutes, or an hour; you're in the middle of it right away
05:34And, uh..
05:38did anything change along the course of making FNAF 1? Um, I don't think it had any problems
05:45A lot of the stuff that was in there, I don't know
05:49But Five Nights at Freddy's 1, I think this was a result of just all the right ingredients being there
05:55I do a bunch of stuff in there, and then, you know, people..
06:01There were kind of the people who tested it
06:01I let my kids and other people test it as well
06:05But, you know, they would give me some advice
06:05Like, one person said, 'Oh, I think you should leave out Phone Guy; I think that's too much exposition.' And then, you know, my mother jumped in and said, 'Oh, I don't think you should have backstory about anybody killed
06:16I don't think the game needs that.' And then, I think I've made a lot of good decisions about what to leave in and what to take out
06:25It was all the right ingredients; all the right ingredients were there
06:25You know, um..
06:33So yeah, I'm really happy with that
06:33Yeah, it really stood out from all of the indie games
06:40Everybody was..
06:40Playing at that time, and, um..
06:43that's definitely how it became successful
06:43It just stood out from any other horror experience as well
06:51Um..
06:52so yeah, good job, you know, really good job
06:57Um..
06:58speaking about that, about it, um..
07:01exploding
07:01Did you think it was going to, you know, get a huge reaction on the Internet? No, of course not
07:09I mean, but like I said at the time, you know, I was just trying to, you know, make a bunch of little games to kind of, you know, help support my family
07:20At the time, I was making, you know, slot machine games and just, you know, anything that would bring in an extra, you know, forty or fifty dollars a month, you know, just trying to accumulate all that stuff
07:32So no, I— you know, you know, whenever I— and I mean it
07:32Don't get me wrong, that wasn't just an afterthought of a game
07:36I put a lot of time and effort into Five Nights at Freddy's, obviously, but as far as expecting it to explode, no, of course not
07:41I remember whenever I released it, I didn't get it on Steam or anything
07:48It was a website called Desura at the time, which was just more immediately welcoming of anyone who wanted to post games
07:58I think there are other sites that do that now, but I was watching the download count on that and I was watching it just kind of skyrocket
08:00And, yeah, eventually my wife would come over and she'd be like, 'Let me look at the numbers! Let me look at the numbers!' She came over every 10 minutes wanting to see because I was just astonished at how quickly that number was just going from, you know, 5,000 downloads to 10,000, 15,000, 20,000
08:20It was just going through the roof, just by the minute, you know
08:24And really, at the time, I was just kind of enjoying it
08:24That evening, I was like, well, you know, this is great
08:30You know, that's, you know, but it'll be over tomorrow, you know
08:30And that was really on my mind
08:30It's like, oh wow, this is, you know, it's a big spike
08:35Everybody's really enjoying it
08:35I wonder what I'm gonna make tomorrow
08:40Yeah, I had no idea that four years later, I was still gonna be in the middle of a bunch of, you know, Five Nights at Freddy's projects
08:44Yeah, that's awesome
08:47Really awesome
08:47And do you have a favorite memory of Five Nights at Freddy's 1? Yeah, I do, and it's the first jumpscare for me and the first jumpscare for my two kids, you know
09:03And it was all Bonnie, which thrills me because Bonnie is kind of the only one that I think is scary
09:10Designed for me, like I've never had a nightmare about any of my own characters except for Bonnie
09:17So, yeah, I remember where I was when I was developing the game
09:17At the time, Bonnie was a still image and not an animated jumpscare
09:23Yeah, I just had an image of Bonnie up in your face for whenever, you know, he had reached you
09:28Yeah, and that startled me, you know
09:33I was flipping through the panels and stuff, and I..
09:33I was intentionally testing out the AI
09:38Yeah, you know, I think I even had a little map showing me that there was a little red dot moving through the building
09:42But even though I was expecting it, I put down the monitor and there was Bonnie looking at me, and it was upsetting
09:44You know, it was startling
09:49Yeah, you know, now that doesn't really startle me anymore, but at the time, yeah, it got me
09:55Then I was letting my two sons play it, and I was getting to watch
10:01You know, I had a good seat behind both of them, so I was able to get a good view of them playing and what they were doing, and I knew what was coming, and they had no idea
10:14You know, and the younger of the two, he got jump-scared by Bonnie, and he just launched backward on his chair
10:14Yeah, good times, good times tormenting the children
10:22I mean, you still do
10:26You made them test Ultimate Custom Night as well
10:26Four years on
10:33No, I'll say what you know: my two sons, Ian and Braden, they've been great
10:37They've been great supporters, you know, all these years
10:44I couldn't have done any of this without those two; you know, they've been just faithful beta testers for me
10:44You know, whenever they were really little, I'd pay them with ice cream and stuff like that
10:54But yeah, I made a big mistake this last name with Braden, you know
10:55You know, obviously, I don't make them
11:00So I tried to incentivize them, and Braden, you know, we've gotten wise to it
11:03He's like, well, you know what? How about if I could beat the BTLD challenges? You know, and I thought, well, I don't know, I'll give you 20 bucks for each of the challenges
11:11I thought he was going to be like, 1 or 2, and it was like, yeah, he'll stand on this
11:15You know, I'll commit 20, you know, 20, 40, 60 dollars
11:22Whatever! He sat there and he did like a 12-hour marathon on that game
11:22He was playing nonstop
11:27He was raging so hard in there, and he completed every single one of those challenges except for like the last one, I think
11:34Yeah, that boy made bank that day; he walked with $300
11:41Worth it! Yeah, yeah, but..
11:47It was totally worth it because he found bugs and glitches
11:51Yeah, that would have been really bad
11:51I mean, that's the whole point anyway
11:51He found these things that I needed to fix before I released the game
11:59So, okay
11:59Here's an interesting question about FNAF 1
11:59Was there any reason why the kitchen camera was disabled? Was it due to gameplay limits on Clickteam or anything like that? No, no
12:13I thought it would be interesting
12:13I mean, you know that mechanic ended up not really playing a big role in anything
12:21I think originally, you know, I had wanted you, and I did go there with this in a later game, out of how to make audio play a bigger role in it
12:30I know, I got better at that
12:32But in the first one, that was my attempt to make audio play a bigger part in it
12:32Yeah, but yeah, it kind of ended up just being something different and not really a major mechanic or anything
12:43Yeah, I mean, I think it was a good mechanic to let you know that Freddy was in the kitchen as well because when Freddy's in the kitchen, he plays his music, right? And that's right
12:54That's right
12:54That's right
12:54So I think it just plays a mechanic because you know that Freddy's in there
13:00And usually, when Freddy's roaming around, you see his eyes, but you just see nothing right there
13:07So when you were making Five Nights at Freddy's one, were you already planning on making a sequel or any other ideas? We're working on what to do
13:15Um, I definitely left a lot of things open-ended, you know, just in case I wanted to expand upon them later
13:25I mean, obviously, I didn't have the entire story planned out
13:27I know there's much debate about that on the subreddit, like, 'Oh, kind of mad genius,' but you know, seven games planned out in the beginning? No, I didn't
13:43You know, but I definitely knew that the story I was telling in the first game was a small snippet of a larger story
13:53Even if I didn't have all the details of that story fleshed out yet, I knew that the story being told in that game was a smaller part of a whole
13:58And if you could go back in time, is there anything you would add or change about Five Nights at Freddy’s? Nights at Freddy's 1? No, not the first one
14:11I can go back and think about all the other games, and I wish I had done this; I wish I'd done that
14:15But no, the first game was just kind of a perfect storm of the ingredients
14:20You know, it's just the right time; everybody was really into indie horror games
14:24I think it was the right look, you know, the right feel or something different than what everybody else was playing
14:30It was, you know, kind of a type of horror game, or at least the antagonists were something that hadn't really been explored in horror games
14:40I didn't feel, you know, the idea of animatronic creatures
14:48So, anyone, everybody really likes Phone Guy, obviously
14:50Everybody liked the little..
14:50Easter eggs thrown in and the backstory
14:55No, it was just a good mix of ingredients, and it's kind of lightning in a bottle
14:56I don't think I was ever able to fully capture that again, and I think I really will be able to, and that's okay
15:07I mean, like I said, that was kind of lightning in a bottle, right? We'll go into Five Nights at Freddy's 2 next, in November 2014
15:16If you didn't make this game, I wouldn't be here now, basically
15:20Honestly, that's the truth
15:23So, FNAF 2 is the game that really means a lot to me and I'll be forever grateful for it
15:31So, yeah, thank you
15:35I just wanted to quickly plug that in
15:38Okay, good, I appreciate it
15:38About Five Nights at Freddy's 2, how did you get the idea for, you know, changing the mechanics up a little? So the masks and the vents, you know, watching the puppet, there wasn't a really in-depth planning phase for the overall feel of the games
15:56A lot of these were, I just kind of knew what they were supposed to be, or I just kind of felt the way the gameplay should progress
16:02I knew that part two should be chaotic; it should be a lot more chaotic than the first one
16:09It should be just crazy, all overwhelming panic
16:16And then I also knew, even at that time, as I was looking apart, that three should be a very personal experience
16:22It should be the opposite of what two was
16:22Part three should be kind of one-on-one
16:31And I knew that part four should be kind of..
16:31kind of
16:34Uniquely, the first setting and things like that, I knew that Part Five should be kind of high-tech, and I even kind of already had color schemes picked out
16:40Like, I knew that Part Five should have purples and blues
16:40Yeah, I knew that Part Three should be kind of green, and I knew that Part Two should feel kind of industrial, which I think it does
16:55Yeah, but outside of that, I'm not really sure, and maybe there was more to it at the time
16:55But, you know, it all happened too fast, you know? Yeah, yeah
17:02And did you have any scrapped content or anything for the game? Because some people mentioned the toxicity meter
17:20Right, yeah
17:20The toxic meter, I think if I remember correctly, I..
17:20Think of the toxic meter
17:20It was an early idea, just something so that players couldn't put the mask on and leave it on for too long
17:34Yeah, I had—if you put the mask on, this meter starts running out
17:37I don't know, that seemed—was that the only thing that fit? Mm-hmm
17:42And it just didn't seem to make quite as much sense
17:46And so, that's the way that I solved it—by obviously having the need to go and wind the music box every once in a while
17:49In fact, you know, Foxy was immune to the mask
17:53I came up with other ways that felt a little more natural than just putting on the mask and having a meter deplete, like, 'Oh, okay, I can only wear this for five seconds.' It seemed a little too artificial
18:03And it works perfectly
18:03Anyway, so I don't think it was needed because of what you've just said, the things that you've added
18:12You're not going to always keep the mask on forever
18:14Anyway, so yeah
18:15Was there a reason why you decided to remove Toy Chica's beak after she left the stage? Probably to make her more creepy, right? You know, once again, I'm not entirely sure what my mindset was on that
18:27I think it was just kind of a way to distinguish her stage presence, Chica, from now a monster coming to get you
18:34You know? What? Yeah, she's entered attack mode or something
18:34You know, well, once again, I think maybe part of it is because, like, you know, a classic Chica, even on stage, was still kind of creepy
18:43Looking at the toy versions, just in their standing state on stage, they weren't quite as creepy
18:54I mean, I think Toy Bonnie still retains some of that, but Toy Chica isn't really scary-looking
18:59Toy Chica by herself isn't very scary
18:59I just think, and yeah, so removing the beak was just one thing to kind of push it into, you know, making her look a little more uncomfortable
19:07And so, how did you come up with the minigames? Because this was the first game to ever have minigames
19:12Was this to, you know, show the lore? Not on paper, if that makes sense
19:25So, you know, instead of just giving like, 'listen, listen, so bla bla bla bla bla, and the killer killed five kids, yada yada,' yeah, but instead you didn't show it on paper; you put it in too
19:32A minigame, right? Um, I think it was because I don't know
19:38I already kept the gameplay experience similar, but I also wanted to make the game a little bit more fleshed out than the first one
19:46So that just seemed like a kind of natural way to do that, while not interfering with the gameplay, putting it in a kind of unexpected way
19:57No, no, that would make it interesting, but while also not making the player feel like they're forced to sit through cutscenes like that
19:59Do you have any good memories of FNAF 2 at all? Or bad? Um, that was a really stressful time for me, I think, because, yeah, obviously, you know, my life was changing a lot at that point
20:13You know, a lot of that, there was a big frenzy
20:19Going on with just all aspects of my life, I was really trying to work on that
20:25But I mean, there are still good memories
20:31Yeah, I just wouldn't want to revisit that, you know? It was just really chaotic, and I was really stressed out
20:40Yeah, yeah, I mean, all good memories, but I wouldn't want to revisit it
20:42Okay, you will move on to Five Nights at Freddy's 3 then
20:48So this one, this is when I emailed you for early access
20:54I only had, I literally had only like, I think it was like 6K subs or something like that, and I've still got the email
20:58Oh, hey Scott, my name's Dawko
21:06I make FNAF videos
21:06Um, is there any chance I could get it early when it comes out? You said, 'Yeah, you’re on my list,' which is insane
21:18That, like honestly, I feel I've still got that
21:20Let's look at that list on my desktop, the same one from all those years ago, and it literally called—my VIP list
21:30No, yeah, he said that in the email
21:30I said, I'll put you on the VIP list, and I was so happy
21:36I was screaming when you replied
21:36Oh, it's such a good memory
21:41And I don't use that list very often anymore, but I'll keep it, you know, 'cause you never know
21:46You don't know what can come up, you know, for future events
21:49I always keep that VIP list
21:49Not so soon
21:49Am I still on it? Yeah, yeah
21:56I never take anybody off the VIP list
21:59Okay, so I can be bad, and then you'll never take me off, right? I was going to test it with Ultimate Custom Night with this 5020 mode
22:15Fiasco
22:16Five Nights at Freddy's 3 is another good memory for me
22:22After this game came out, I was in university studying lore at the time, and I quit to carry on with this game franchise for my channel
22:32So, yeah, another good memory
22:32And, first off, how did you think of Springtrap? I don't know
22:35Um, once again, he was just the character for that game
22:46I did not sketch out a whole bunch of characters and write pros and cons lists
22:51You know, he was just the natural villain for that
22:56I knew what the villain was supposed to be, and I just kind of started modeling him, and he just kind of came together
23:01Mm-hmm
23:01Yeah, and this model was like..
23:01And a big difference compared to the other ones that you did is that you had to go through all the details of, you know, being withered and having body parts and gore and stuff like that
23:21Yeah, so he did take longer to model, and you know, his purple corpse, in that whole body, that whole time
23:27Yeah, you know, even in a similar majority of the game, you never see it
23:27You know, yeah, the purple guy, he's in there
23:34Yeah, and well, we got those secrets
23:34And yeah, a little bit, yeah
23:39And the troll, was this the first time you did the troll game as well? Was this the third? This was, this is when you forget her, whoa, the launcher, yellow, the protocol game
23:49And it was saying, oh, oh, we were, it was like a platformer from one of your old games, right? Yeah
23:56Yeah
23:56Yeah, in all games, there is no pause button, but that's it
23:56Yes, that was the first time we saw Springtrap as well, because you put Springtrap in the menu, and there were some frames where we did have his masks and stuff going crazy
24:12Like, could be not enough
24:12I remember the first teaser you did, 'Oh, he always comes back,' and stuff, and people originally thought that it was like Fredbear, didn't they? Instead of a Rabbit character, so I remember those times
24:34I was one of them, by the way
24:34I originally thought it was Golden Freddy
24:43This game was when things went a little bit crazy with the minigames and the good ending
24:47The bad ending
24:54If you can answer this, which ending really happens? I've given a lot of thought as to whether or not I should answer this question
25:04Okay, and I went back and forth, and back and forth, and back and forth
25:11The answer is very interesting
25:14The answer is very interesting
25:14The answer is complex; however, I'm not gonna answer it because it's only gonna cause strife
25:24I mean, you know, you see the kind of trouble that erupts, especially several years ago
25:28The flame wars would go on over mangled gender, something as simple as that, you know? Yeah
25:35Yeah
25:35Well, I mean, you know, people come with torches and pitchforks, you know? No
25:40Yeah, I don't think I'm gonna answer this one, I'm afraid
25:40And the good ending, you know, it was very, you know, sad, and it seemed like it was like the end of the franchise
25:58It was meant to be the final game
25:58I think when I was making that game, in my mind, that was the end of a trilogy
26:08Yeah, you know, I think in my mind, the original story was going to be three games
26:08And in all honesty, I think Five Nights at Freddy's 3 was where I kind of started letting myself be driven a little bit more by criticisms of the game than maybe I had before
26:28Before, I was really, really excited, you know, happy to have all this stuff
26:32But when number three came out, I was really starting to pay attention to criticism
26:37You know, for instance, even though I may have you know, and some you..
26:42You know, alternate life may have left the series alone after three
26:50People were not happy with the jump scare, and it's kind of as simple as that
26:56People weren't happy with the jump scare of Springtrap, and that really bothered me
27:02So then that guy in my mind wouldn't let the series rest in a way because I wanted to make another entry that was really, really scary again, you know? And yeah, I think I accomplished that with Five Nights at Freddy's
27:17What I really focused on were really cool, really quick, unexpected jump scares
27:20I'm Mickey, jerk
27:20So, honestly, the series was kind of nudged forward by me wanting to improve upon the last entry
27:33Five Nights at Freddy's 4
27:33This was the next one, and you originally planned for it to be a Halloween release, right? But then you released it in July, right? Well, I had things to do
27:52You know, the way that I see it is, I have something ready to go
27:55Just, you know, yeah
27:55I mean, what's the point? You know, I'm not a gigantic corporation, you know, with a big marketing campaign targeting a specific date, trying to squeeze it between other releases
28:11I mean, I had people who were excited about the game and who were looking forward to it, and those were the only people I was thinking about
28:15Like, hey, there's a fan base here and they're excited
28:21For this, you know, there's one thing I just go ahead and let them have it
28:26I'll hop the dogs and hop into the next project, you know? Yeah, and that serves me really well for, you know, the majority of the game
28:29Yeah, and sorry, Linda, I was on holiday
28:36What's annoying is you emailed me about doing my first thoughts on the game, and I remember you emailing me
28:46I think it was literally the day after I said, 'You know what? I'm just going to release it.' So I think that made everybody excited about it, though
28:58Like, everyone was like, 'Right, we know what it's like now, Scott
28:58Please don't release it now,' because you did
29:05So I think, like, you know, I played it on holiday, and I have a lot of good memories playing through
29:15You know, while I'm getting screamed at by people in the next door to me, because, you know, on cruise ships, cabins are really close together
29:22So I was full of screaming in my cabin
29:26I was honestly wondering what the next-door neighbors were thinking about what the hell I was doing
29:35Okay, well, I'm glad it ended up being a good memory
29:35Sorry to stress you out
29:38You're not the only person that's been stressed out, by the way
29:40So don't feel like you're getting isolated or that you're causing any trouble
29:40I think if I remember correctly, I barely uttered the phrase 'gross,' and now they team up and say, 'Hey, this game about the haters game thought that someone—Markiplier.' You know, and he emailed me back saying, 'Dude, I can't ...' I play this
29:51I just got to this game conference; it just started
29:59It's going to be going on for four days
30:00You know, I stressed him out too because, obviously, at the time, everybody was testing him to play it immediately
30:07I think that, you know, he was able to, you know, being the good support that he is, still just like you did
30:14Even though it was inconvenient, he still found time to do videos
30:18Yeah, I always try to
30:18If you remember with Enough World, hello, is it a spell? I still played it
30:29Yeah, God! I could never miss anything ever
30:35So with Five Nights at Freddy's 4, like you said, and often, you basically answered this question anyway about the game and the mechanics, like you said
30:39You wanted to make this scarier and, you know, get back to feeling anxious all the time
30:46The interesting thing you did with this one is, I feel like with every game you make, you try to implement a new mechanic that you haven't done before
30:56This one was specifically related to sound, where you had to go to the doors and listen closely
31:01I think that impacted the jump scare like a million times
31:12It's scarier because, you know, you really focus on listening to the game
31:15You have to listen to the game
31:20So when you get that jump scare out of nowhere, while you're listening and waiting for them to breathe, you know, I think that really made the game stand out
31:29Yeah, well, a lot of the games were kind of..
31:33I was experimental with different ways of initiating jump scares to see what was really effective
31:41And, yeah, I think looking into this big dark chasm in front of you, not knowing if there's a face, you know, two inches from your own face looking back at you, and you haven't committed to turning on the flashlight, that really worked
31:58I think that one really worked
31:58Yeah, it's terrifying
31:58So how were these two models? Were they, you know, just as hard as Springtrap? Because it seemed like you were going all out on these and the nightmare animatronics' designs? Yeah, the nightmare animatronics were probably the most elaborate to model
32:20I mean, I..
32:20I remember
32:25Wish, yeah, anytime I start a new game, that's always the most difficult phase — just starting into the modeling phase, because I know that it's going to take a really long time
32:32It takes a lot of patience, you know, a lot of attention to detail
32:32The five-minute phase, one models weren't that bad
32:38I think I made Freddy in two days, and then I think I took that model and adjusted it to make Bonnie in another day
32:47The ones from the piers, I think we're probably about the same — maybe, you know, one or two days per character, and that's working all day on them
32:52But still, just a day or two per character
32:57Yeah, I think Springtrap took maybe four or five days to make him
32:57Yeah, and each of the nightmares
32:57Animatronics! I think I spent about a week and a half on each one
33:06I think I even spent a couple of two weeks on each one just because of lots of teeth
33:11Well, you know, a lot of tears in the fabric, which are not texture mapped on
33:17I mean, those are actually kind of torn out into the model because I think it looked a lot more convincing than trying to texture map them on there
33:23So, I'd have to go in there really close and I would have to actually cut into that character, you know? Yeah, delete polygons and then straighten them all out to make them look like they're sharp corners rather than, you know, blocky squares
33:37Yes, a lot of work, but I mean totally, totally worth it though, you know? Yeah, exactly
33:44So, about the models, people were wondering about Foxy's tongue
33:47So, Foxy originally had a tongue in the teaser
33:50Did you take that out because of complications with the game or anything? No, I took it out because I didn't think it was scary in the teaser, you know? There's something about those long, demonic tongues that, yes, they're kind of cool in theory, but they're not really scary in practice
34:14Like, I don't think I've ever seen a monster in a movie extend its long tongue, you know, snake it around, and then maybe be scared by it
34:24You know, it's not very scary
34:24So, I took it out for the game
34:24Yeah, listen about this
34:29The game created a bit of a divide between people, specifically the box at the end and then the TV advertisement with 1993, along with the Bite of '87 debate
34:44How did you feel about the reactions to that? It was kind of like with Five Nights at Freddy's 3, where there was something I was kind of left unsatisfied with
34:50Mm-hmm
34:50The reaction to Five Nights at Freddy's 4, and the boxes are tied into this very closely
34:59I don't think that people were really happy from a lore standpoint
34:59You know, even I got the jump scares, Tannerite, yeah, and the box really fit into that lore aspect
35:05You know, I felt that it had all gone kind of—it had strayed too far from an actual story in a way
35:17I'm just saying that I'm gonna get torn apart for it
35:18Even saying, like, people are gonna look at what I've ended up with on your blog and say, 'And you call this a story?' But the buying sign is appraised for it just—it got a little too broad
35:31It cast its net too wide for interpretation
35:31I guess that's the best way
35:31I said, you know, it went too broad for interpretation and that left people unsatisfied, you know? Because whereas the other ones, yeah, there were mysteries, it ended up just too mysterious to the point where you really couldn't—there was no real way to figure out what was going on
35:46Hello! People were unsatisfied
35:53And then, like I said, with, you know, jumping in three to four, I knew that I had to go in and straighten that out
35:56I know, people aren't really happy with this
35:59You know, I need to make another game
36:01I need to kind of ground this again, not necessarily in reality, but I need to ground it in kind of storytelling again, you know, and really lay this down with what's going on
36:11You know, I was, yeah, I watch all the Game Theory videos, you know
36:18And you know, me and Matt kind of sometimes had an antagonistic relationship back and forth
36:18You know, I inconvenience him with my games, but sometimes he inconveniences me with his theories, you know, but it's all in good fun
36:29You know, but I'll tell you he did a video on that box, and he kind of said that he thinks the contents of the box changed over the years
36:39You know, and I bet nobody..
36:39I gave that a whole lot of thought, but I saw that and I was like, he's absolutely right
36:44He's absolutely right
36:44The contents of that box have changed over the years because it's for that very reason
36:44It's because, you know what? I was intending the game to be when it happened, and then for the reaction of it, I was like, I need to craft this into something better for the people who see this as important
37:01And that, in turn, kind of indirectly does change the contents of the box, you know? Because it changes the contents of everything that came before
37:12Yes, I thought that was an interesting observation on his part
37:12Yeah, and yeah, I think you said having mentioned this on one of your Steam posts or..
37:21Something that you put in Sister Location to ground out the story of enough, all right? Yeah, right
37:32So I mentioned the hospital fiasco
37:32This was when FNAF World was on the scene
37:41So why did you decide to change things up to make FNAF World? Well, I do have some reasons for why I made it, even though it doesn't mean it was a good idea
37:52Just, you know, I want to get that out front
37:53Just because I had a reason for making it doesn't mean it was a good idea
37:57But even one part of it was just that, I mean, you know, there’s only so much that you can let your mind focus on, you know, murders and tragedy and stuff like that
38:06But more, you know, you kind of start cracking even if it's..
38:09Just stories that you're making up
38:12There's only so much human suffering that the human mind can sit around and think about
38:12At that point, you know, I was two years in, just fully committed to this grisly story of murders, and I had to make something more lighthearted
38:24In hindsight, what I should have done is, you know, I should have used that for a troll game, or I should have, yeah, you know, made something like, you know, 'Foxy Fighters.' You know, I should have just done something that was obviously for fun and not tried to somehow tie it into a canon game, you know, and that's obvious to me now
38:48But like I'm saying, you know, like I was saying, I wasn't thinking completely
38:48Rationally, at the time, you know, and whereas, like I was saying, finance, the phrase "one was the right game at the right time." The knife world, it, that wasn't a good time for it to be made because I was already in the rhythm of making games that were, you know, coming out not too far apart from each other, you know, making them pretty fast
39:11And that's what people were one thing expecting
39:14That's what I was wanting to do
39:14I ended up, you know, blaming people for wanting that; that's what I had created, that pattern, and I was happy with that
39:19I liked making games really fast, you know
39:21But that was just a really poor decision for a game to try to make fast
39:25You know, in hindsight, like now, it would have probably been a better time to sit back and were like, yeah
39:30Yeah, I mean, you know, like a half after all the kind of effort and kind of staying after I was kind of satisfied with all the canon games and other companies that, you know, were kind of taking on some other projects
39:36Then I could sit back and maybe enjoy making an RPG, you know, and spend a couple of years on it, you know, just make something a little more like Cal, you know, that looked like, you know, the desolate hope
39:46Really make some nice 3D models for it
39:51Oh, and another mistake I made was fun
39:51After all, I was designing it for mobile
39:51I don't know
39:55Yeah, I can, this is a whole separate interview about what went wrong with that
39:55So, it just blew it
39:55Let's just move along
40:03Okay, and so, how would you treat the game now as an experience? Have you learned anything making this game? Oh, oh, yeah
40:09Yeah, I learned a lot
40:14In fact, right before, or before you called, I was kind of thinking over that game and I realized that, you know, that's probably the least valuable game I've ever made as far as profit is concerned
40:25There's also the single most valuable game, yeah, the entire franchise
40:29The reason is because what I learned from 'FNAF' is what is driving every single project going on right now
40:33It is serving as the gemstone of quality control in my mind, and it has solidified exactly what I have to do going forward
40:40If I was treating the movie as I was treating my game series at the time in the 'FNAF' world, we would be three movies into the franchise
40:53Synapse movies by now
40:58Yeah, it would probably be terrible, you know, if I had the mindset that, 'Oh, hey, it's great! People will love it, you know, regardless of quality.' Then we would already have several movies, and they would all be terrible
41:10I mean, you know, and the ultimate custom night would have come out way too soon
41:17It just served as a really important lesson for me that you should never take it for granted
41:25Yeah, how special it is to have a group of people who are eager to play what you make
41:25Whenever I made the..
41:32you know, all these..
41:32'A Desolate Hope' is my example again
41:35I saw one person made a piece of fan art of that on the internet
41:35I found it on Google, so I'm going to draw it with the..
41:40Characters that was the most special thing to me
41:40Yeah, in the world, someone had drawn a picture of one of my characters
41:47Like, I can't even tell you how important that one drawing was
41:47Just, you know, I had no idea who it was
41:53You know, but then, you know, to have a fan base and to have kids that are drawing these pictures
41:55And, you know, I got a letter
41:55I got a letter from the other day addressed to Foxy, you know
42:05And, and, and, and, God bless the post office in my town for knowing me and for sending me these letters
42:11Anyway, I kid you not, it was addressed to Foxy, only to Foxy
42:15And I think below it might have had some other clue who it was for, but the post office made sure to pass it along to me
42:24I mean, how awesome is that? You know, and the letter was written to Foxy
42:26You know, it would have talked to you a question, Salicin
42:32You know that
42:34So, there's nothing more priceless than that
42:37Yeah, you know, and to have a fan base, you know, of people who care about these characters of the games, you know, that is the only thing that matters
42:41You know, and they should never be taken for granted
42:48Yeah
42:48And, you know, who cares if something is commercial, and who cares if something is going to make a whole bunch of money? You know, you have to make sure that whenever those people finally get to see this next thing, that it's something that lifts them up and makes them happy
43:05It's something that it was
43:05Everything that they wanted to see, you know, like that
43:10That's all that matters
43:10You know, and I need to write that kid back
43:14I'm gonna go get a big envelope and put a bunch of Foxy plush toys in it, and I'm gonna write a letter as Foxy
43:20I'm gonna totally do it, and I'm gonna even make a little tear in the paper to say that it was from my hook
43:20But yeah, so I assume that's many
43:28Oh, so yeah, that's a long, long story, but no, Five Nights at Freddy's taught me to never take for granted your fan base
43:39Yeah, exactly
43:39And the final question, which everybody's wanted to ask is, will Chipper ever return, like he said he would? Hey, Chipper! Chipper is..
43:52Listen, all of these games are haunted, spiked by different spirits, right? All right, the real spirit..
43:59Haunting this whole franchise is Chipper
43:59Chipper is haunting this whole franchise
44:05I mean, I received, you know, I received a box of merchandise the other day, you know, like manufacturer samples, and there's a plush toy of Chipper, little elf Chip, you know? Yeah
44:17Yeah, but I held that plush toy and I was looking at El Chip; I was thinking to myself, you know, you got merch
44:21You got merch
44:21If you were in abysmal failure, but you found your way into this market, that goofy grin on your face, you know? You know, the Clippers are already back
44:34He's infiltrated the franchise
44:34Yeah, well, I see
44:39So, El Chip was a reference to Chipper
44:39Oh yeah, yeah
44:39So now this location, I feel like this was like the biggest
44:53Change in the franchise because you added voice actors
44:58You know, you went beyond the limits of Clickteam, and to a lot of people, where you know, you added a sense of free roam in this huge location
45:09Is that maybe why you decided to put in voice acting and change things up a little bit? I think, I think, I think for Five Nights at Freddy's 1 through 4, I consider that all like one sitting for me
45:18Like, I sat down, and I feel like I just had that; I made all four games in one sitting
45:24Yeah, it was only after that that I sat back and thought about how I can improve upon this and how I can add something new
45:29So, that's when I was, you know, entertaining new ideas in my mind, and yeah, voice acting just kind of..
45:33I don't know exactly what it was, but man, I'm sure
45:39I'm glad that I did, you know
45:39Just some incredible talent that got to use, obviously
45:44I mean, almost all of them, if not all the voice actors, got to return to reprise their roles or other roles, you know? Yeah, exactly
45:55That's all moving people
45:55Yeah, they really are
45:55Hello, by the way, voice actors, if you're watching! Hello, Doctor! So, I think you've basically answered some of these
46:07I asked what inspired you to make the game style so different
46:13I mean, I think you've answered that throughout the interview
46:13You just wanted to make something different compared to the others
46:21So, how were these two modeled and designed? Um, I think the sister location..
46:28I think the sister..
46:28The characters are probably my favorite ones to model
46:34I just really like the metallic kind of look
46:38I always tend to lean towards sci-fi, which has actually gotten me in trouble a couple of times with this franchise
46:38You know, any time I try to lean sci-fi, which is my natural inclination, people are like, 'Hey, well, this is a horror story.' Then I have to somehow try to guide it back, you know? And then, rightfully so, the first games are horror movies, not sci-fi
46:56Um, but yeah, I don't know
47:00I just wanted it to be sci-fi; I wanted it to look really sleek and polished, and I really enjoy modeling all those characters
47:03Yeah, like I said, I think those are probably some of my favorites
47:11Characters of the series
47:11So, here's an interesting model, which I don't know if you can write some or not
47:19In Night Four, when we're inside the see, a lot of people wanted to know who Sue is
47:25I'm afraid I'm not gonna really answer that for you
47:30That's fine; that's gonna have to remain a topic of discussion
47:34Any memories or favorite moments? I really enjoyed making that game
47:34I have nothing but good memories about that
47:42Yeah, I really enjoyed making that, and I really enjoyed working on the trailer
47:48I think that's my favorite trailer, the ones that I made, and I loved seeing the reaction there
47:52Everybody seems— and honestly, I think that's what creates the memories for me: just seeing
47:54how things are kind of perceived in me
48:00Obviously, if something's received really well, then I know I did my job, right? And I know that I did something right
48:06So, yeah, being able, uh, I think my favorite moment was getting to release that trailer and just seeing all the excitement from it
48:14I knew that I was on the right track
48:18Austin, yeah, I loved that trailer
48:20Oh, yeah, I think I did too
48:25They’re so good and different as well, compared to your earlier trailers
48:30Personally, I think some of my favorite trailers from you — to me — are 'Lil Switch', 'Sister Location', and I love it when you include your own cutscenes in the trailers
48:48It's really awesome, and I have no idea how you did that
48:52Um, how did you do that, if I can ask? Like, how did you put the models in cutscenes? Was that with Clickteam? I don't know anything about this stuff
49:04Oh, well, before I was making video games, I mean, I was an animator
49:08You know, I got my degree in computer animation and I had several jobs where I was, you know, none of them actually, none of my jobs ever involved making games at all
49:22You know, it's always been about using 3D Studio Max, obviously the modeling software that I use
49:28And, you know, and that's a full animation program, you know, so whenever I want to make the cutscenes, I wouldn't use Clickteam at all
49:34I would just, you know, go back to my old
49:39School skills, bringing my characters together and animating them, you know, I render out movies, drop those into my video editing software, and there you go
49:48Yeah, that's awesome! I've watched some of your old animations, by the way
49:56Uh, they’re all out there, Scott
50:01I know, I know, man
50:01I know there's no getting away from it
50:01No, they were good
50:01Honestly, I'm not even kidding
50:08They were really good! Wi-Fi, everyone, right? Wasn't it? And with the cat, so the cat under the bridge, and the kid was always scared to see the sun
50:22He always used to leave her food, and what I didn't know is that she had babies
50:22That's so cute! Hey, hey, that’s a true story
50:28That was based on a true story
50:32My family was, we were living in a little..
50:38There was an apartment complex, and there was always this creepy, ratty-looking cat that we all started finally calling 'demon cat', you know? And in fact, I took my two sons, now teenagers, you know? They were just three and four at the time
50:50Yeah, but we actually went out searching for demons
50:54We made an event of it one night
50:54We all got snacks and went searching around the apartment complexes for the demon cat, and I even got a photograph of it
51:02Man, I don't know whatever happened to it
51:03But, you know, we peered under a car, and I took a picture, and of course, his eyes were glowing green
51:04We found demon cats, no, but then, true to the story, I don't know if it was a week or two later
51:16Or whatever, you know, it was a mama cat that had little babies
51:21So, if it wasn't really, it wasn't really this big bad cat, it was the mama, and of course, everybody was taking care of it
51:25Like every single person was setting out food or so
51:32Thank you! That's awesome
51:33And actually, thinking about your voice right now, you did know, right? That was right
51:36Oh, yeah, you know that was me and all the voice roles
51:42I mean, we all know all the male roles, obviously
51:47But yeah, well, I mean, you know these days I'm so fortunate to be able to go online and connect with voice talent
51:58I mean, I wouldn't have been able to afford it back at the time anyway, but, you know, the internet was brand new
52:03We're talking 15, 16, 17 years ago when, you know, I mean, yeah, the internet was around, but you couldn't just go online and connect with the kind of talent that you can today
52:11So, I was pretty much on my own when it came to avoiding packing, okay? And moving on to your question, I'd say the highlight of your trollness, Five Nights at Freddy's 6, was that the game was originally planned to be a pizza simulator and a feature simulator
52:35Everyone was like, 'Okay, okay, let's listen.' And he released the whole game without anybody knowing anything for a whole year! Like, why? Just a surprise? Well, you know, there actually was reasoning behind it
52:55It wasn't just to be a troll
53:01Okay, and the reason was..
53:01the reason was kind..
53:01It was complicated, and it was not a very fun experience
53:08I mean, that was a game that was born out of necessity because I needed to bring a conclusion to several events from the series
53:19However, whenever I was in the early stages of it, I think I'd released a very early idea that I was working on another game
53:28But I think it was someone on Steam that just made a passing comment
53:32It was just a passing comment
53:33You know, nobody paid me attention to it
53:35He'd better not just start teasing a game like he always has before; you know, the producer is not gonna cut it anymore or something like that
53:41It was some passive comment that just made me..
53:41Start thinking it's like this: this next game
53:41I really can't do that
53:47You know, I can't just do the same thing that I did before
53:51I can't just start releasing teasers because, for some reason, at that time, I just knew that if I went through another year of just releasing teasers, that would give everybody a lot of fatigue
54:00With fatigue, people would wear out, and it was going to rub people the wrong way
54:08You know, I can't explain why I felt that way, but I just really felt that way
54:10But at the same time, I needed to resolve a lot of issues with the story
54:18So those two factors combined, that's the way that I handled it the way that I did
54:22I worked on that game for a year in secret
54:22The while, the fan base was, you know, getting pretty agitated that I wasn't talking to them and I wasn't working on anything
54:32But I knew that that was the way that it just had to be
54:32It had to be as this game could not have a lot of hype behind it because that wasn't the purpose
54:38The purpose of it was not to make a lot of money; the purpose of it was not to build a lot of hype
54:43It was just to resolve some plot points that people wanted to see
54:47And so, the result of that was me going into the dark for a year and then just dropping a game, and there you have it
54:56Even on the Steam store, you know, it's not there to draw a bunch of attention to itself
55:02You know, it's using all the really simplest..
55:02So, that is truly there for just people who wanted to have kind of a resolution to some of the story
55:11It wasn't, it was still a big highlight though
55:18The surprise just, I think, blew everybody away
55:18To be honest, I mean, it's one of my favorite memories where I'm just, you know, being Freddy, throwing pizzas, and then the game glitches, and then you sat in a room with Scrap Baby
55:38Do you know of a like? It was the biggest surprise ever
55:42Well, good! It won't be all that, exactly what it needed to be, just like every game kind of needs to be a little bit different
55:49Yeah, you know, the way that its approach needs to be different, too
55:51And the reason why I brought that comment up was because it just kind of reminded me, like, I, you know
55:55You can't just do the same thing that you've been doing
55:58You can't just start releasing teasers again randomly and just expect everybody to keep caring, you know? So I knew that I had to handle it differently, and yeah, I think that I was successful with that
56:07Yeah, I think it worked out well
56:07Yeah, it did
56:11Specifically, with changing things up a little bit, I did the simulator where you make your own pizzeria
56:18You put your own animatronics and designs in, and I think that was a really, really cool idea
56:24And you know, it split the game up as well, so you're not just always in an office
56:29You have a break from being scared, and you know, you can make your own pizzeria
56:33Simple as that
56:33Yeah, I'm..
56:33Pretty happy about it; turned out awesome! Next up is Ultimate Custom Night
56:39So, this was literally released a month ago
56:50Has it been a month already? Mm-hmm
56:53Wow! Maybe a little more even
56:55With Ultimate Custom Night, you know, having 50-plus animatronics, was this bigger than you originally wanted it to be? So, did you originally think, 'Right? I'm gonna put 50 animatronics into this game,' or did you just keep building it up? I mean, I always planned
57:12I always knew that it was going to be a full-size game
57:17I mean, you know, originally, I guess at the very beginning, it was going to be an add-on to Pizzeria Simulator, but it was very soon afterwards that I realized, you know, this is gonna be just a full..
57:31Finite difference experience, you know this B just needs to be its own full game
57:34And yeah, originally it was going to be, you know, 40 characters
57:38But then I kind of filled those slots up pretty quick, and there were just too many characters left out
57:43You know, if I had to add an extra row, even then there were too many characters left out
57:46So I just kept on adding, adding, adding, and I'd found a lot of really good tricks to really help the program be able to handle it
57:51You know, 'cause like my problem, my biggest problem with Pizzeria Simulator, and I'm just kicking myself, was that, you know, I just I wasn't utilizing some of the graphic features properly, you know, especially with the jump
58:07Scares, you know, because I had these high-resolution jump scares, and it would just run out of video memory
58:15So I had to just chop out frames
58:15But, you know, there were just some really neat tricks to render them smaller and then scale them up for the sake of the game
58:22You really can't tell when you're playing it
58:22They might look a little bit fuzzier, but they still look pretty high-quality
58:29But, you know, it just allowed me to squeeze in all these characters and all these jump scares
58:34There's all this content, you know, really seamlessly
58:34And was there any scrapped ideas at all for the game? So anything that you wanted in but you couldn't, or you just didn't like how it turned out? No
58:48Whereas were scrapped
58:48Um, in some of the prior and some of the other games, yeah, there had been some different ways I considered taking it, but now ultimately customized, there was really only the way that it could go
58:54You know, I kept on just kind of adding on to it
59:00Oh, oh, yeah, but I will say this for the record, you know, all your viewers listening, I'm going to give you credit where credit is due for coming up with the idea for being able to purchase new off of skins
59:12Because I think that originally I had a setup where they were just randomly popping up
59:19You know, whenever I gave you that original test copy to play, you had a 1% chance of each of those offices appearing, and you made a comment saying, 'Hey, it'd be...' Cool! If you could unlock those, you know, and then I changed that and out
59:29I think it's a great feature of the game, though
59:34Awesome
59:34I feel like I've participated in something
59:41Yeah, now for having the offices as a reward would be good
59:41I think you put the score amounts for each office perfectly, so I think you just said that you were satisfied with the game
59:52But are you satisfied with this possibly being the last game that you might create? The last Five Nights at Freddy's game? Yeah, I am
01:00:01I really am
01:00:01Starting with Five Nights at Freddy's 3, there was always something that I wasn't completely happy with, and that would become a core principle of the next game
01:00:14Yeah, with 3, I wasn't completely happy with the jump scares
01:00:14Why? What's..
01:00:14On for what? I wasn't completely happy with the storyline, so I made Sister Location
01:00:21With Sister Location, I feel like I leaned a little too sci-fi and left a few plot points
01:00:27Well, there were a few problems that were really bothering people
01:00:32So then I made Pizzeria Simulator, but then even with Pizzeria Simulator, even though I was really happy with the game, I don't know
01:00:39I just felt like I needed a capstone
01:00:39I needed, uh, you know, another book and just some experience
01:00:43In Ultimate Custom Night, I brought in all of the characters, you know
01:00:50And it's been, and I think so far, it's been the best reviewed of the games, which, you know, thrills me
01:00:55Of course, I'm really happy
01:00:58To see that they seem to really enjoy it, people have even welcomed DD into their hearts after all this time
01:01:07You know, it took everyone a little bit of time, but I think everybody likes DD now
01:01:07So, wow! Maybe not, no
01:01:19So everybody just leave a comment in Darko's video: 'No, I like DD.' She can just sometimes spawn at awkward times for me
01:01:28And I mean, we're in 50:20 mode; there's no stopping DD
01:01:36So, you know, I wasn't really bothered about it
01:01:40I'm just gonna say shocked
01:01:40Just 'shadow DD.' Does she have a specific name? She just says 'shadow DD.' Um, I named shadow DD XOR and I'm not sure why, but the light, like with most of the other characters in this franchise, whenever I'm making them, the name..
01:01:54Immediately comes to mind
01:02:01It doesn't mean anything, but that's the name of Shadow DD XOR
01:02:07Okay
01:02:07Well, is that..
01:02:07people said that might be sore, or was he XOR? XOR
01:02:13Okay, awesome
01:02:13But yeah, EXO, I was just with the mechanics of 50/20 mode anyway, so you couldn't be annoyed with XOR because it was part of the mechanics on what to do to try and beat it
01:02:25Speaking about 50/20 mode, have you tried it after the game has been released? You know, it's possible now
01:02:30Oh, no, no, my score, my high score is still just 6,800
01:02:42Yeah, make a million custom nights
01:02:42The tricky thing about it, actually, I only really had to worry about this here
01:02:46But, you know, I know, as mentioned other times, anytime I've ever made a custom night, I've..
01:02:51I've always assumed that the most difficult mode was impossible
01:02:51I mean, that was never the intent of the game when making it
01:02:55There are always five nights now
01:02:58I make sure that those nights are beatable, and I make sure the sixth night is beatable
01:03:03I also ensure that nightmare mode is beatable, you know
01:03:06But as far as fitting all the difficulties, making it possible has never been a goal
01:03:12Really, one of the main reasons is because if I ever get to a point where I could beat it, then everybody else would beat it within the first 12 hours of the game being released
01:03:20You know, I mean, me being able to beat something is not a super high bar to clear as far as, you know, someone..
01:03:32Being able to come along and beat it with Ultimate Custom Night was really tricky because, unlike the other games I did, there was a burden on me to make sure that it could be beaten
01:03:45This is one of the areas where I think, you know, all these years of designing games really benefited me
01:03:51Because even though I could never beat it, and I still can't beat it, everything was designed in such a way to where I was 99.9 percent confident that nothing was going to conflict with something else in a way that would genuinely make it impossible
01:04:11Okay, well, okay, with one exception—one oversight might've been the whole issue of coin collection
01:04:18Look, because I think I do agree that it might have actually been
01:04:18It's impossible to collect enough coins, you know
01:04:25But other mechanics provided kind of a backdoor to solve that
01:04:25I mean, being able to watch and keep something on your camera while I'm not moving, you know, that is intentional
01:04:34I might have been used in ways that I hadn't intended, you know, but it was intentional because obviously, you don't want to have a character on screen and then suddenly pull down your screen and jump scare you; that would be teleporting
01:04:49It gives you know that it's kind of immersion-breaking if something is one place, you know
01:04:54So the idea of locking them in place by watching them is a game mechanic, and it was used by everybody in a really clever way
01:04:58Way to kind of bypass mechanics that might have otherwise made the experience unplayable
01:05:06Yeah, exactly
01:05:06That's awesome to know
01:05:06So, watching the plushies was intentional where they couldn't get you? I see
01:05:13Clay, yeah
01:05:17Yeah, I mean, well, I'm healing
01:05:18And like, Lefty is there
01:05:18There are several characters to pay that we left
01:05:22Lefty is one of them
01:05:22Also, as long as you keep cam on Lefty, Lefty will never attack you
01:05:22I mean, that's kind of been a feature in pretty much all of the games released, many of them
01:05:32Yeah, I think you could actually get thirty Faz-coins, by the way
01:05:36I don't think I tried that, though
01:05:40And because what we did was we kept lifting up the monitor, which made BB and JJ help
01:05:44Eastbourne
01:05:49So we just, you know, we could get ten fast coins for the death coin in literally ten seconds
01:05:57So I think it is possible to get the plushies if you just, you know
01:06:02I think it was, I think, just like a month ago that someone finally beat Custom Night for Sister Location before the patch came out
01:06:12You know? Yeah, with the pilot, I know
01:06:16Someone did that
01:06:16So I'm sure that, you know, who knows? Maybe six months, nine months, a year, or two years down the road, someone's gonna take it upon themselves to beat Custom Night, you know, no death coin, buying all the plushies, and just really torment themselves with that
01:06:33That'll be interesting
01:06:33Yeah, and um, that's not..
01:06:33It's gonna be me slaying
01:06:33You know that it's not gonna be you
01:06:33Come on, man
01:06:40Well, I would do it in front of a crowd, but you know..
01:06:46No, no, you've served your time
01:06:48Wow, okay
01:06:49I don't think I would be able to, honestly
01:06:49Maybe like for a charity stream, something like that, I could maybe do something with it
01:07:00But yeah, Ultimate Couse tonight is one of my favorite games, by the way, in the series
01:07:00It's in the top four main group
01:07:05Really, really awesome and a nice send-off as well, with Scott bringing them all together
01:07:12Yeah, you know, I feel like it was a great send-off to the game
01:07:12I think it's left a lot of people satisfied as well
01:07:17That's a point I wanted to make
01:07:22I'm satisfied, just let you know that, and I think a lot of people are
01:07:22I'm satisfied with this cheer
01:07:22Like, you know, we understand that
01:07:29It's the last one, and yeah
01:07:34Speaking of it, Bennett, you mentioned during the interview that you've watched MatPat's theories and stuff
01:07:47Has there ever been a theory or story from somebody you've watched on YouTube that you thought, you know what? This is actually quite close or very accurate to the story I wanted to tell? Or something like that, like if they were right close to being right or something? Yeah, yeah
01:08:04But I can't say anything whenever I see that
01:08:04Yeah, yeah
01:08:08You know, but like I said, I can't jump in and confirm it because then people would stop caring at all; then they would just wait for..
01:08:14Me - yeah, yeah
01:08:14Yes, I summed one
01:08:14Yeah, so I would just have to look at that
01:08:19But I would just have to look at that comment
01:08:22Nod might look like you, you know, you got a right friend, but you can't say anything on
01:08:22Yeah, no one's gonna ever know
01:08:29Yeah
01:08:29It's not being hard to do that, to stop yourself from trying to reveal stuff because I remember a while ago in the MatPat's livestream, when we were all involved, you were putting things on the website about, like, some little hints and stuff to try and guide us in the right direction
01:08:53But we still never got it
01:08:53Um, yeah, it has been, and the times that I have tried to step in and say something have usually been mistakes
01:09:02Yeah, that's part of the fun of it
01:09:07Right, you know, people..
01:09:07you know that the discussion is just as much fun as the games
01:09:16That's what it's all about
01:09:16Yeah, people really enjoy that
01:09:16The times that I have stepped in, I don't know, I've learned to just focus on making the games and let the community do the talking
01:09:30They really enjoy that
01:09:30Yeah, but sometimes I’ll see, like I said, sometimes I’ll see someone say something that was way out there, and I want to jump in and say, 'No, no, no, that's not it.' Like, one of the big things for a while was whenever Sister Location first came out, there was adult theory, you know? And I'm like, 'Oh no.' You know, and it wasn't completely off-base; I could see where it was being derived
01:09:55So, it's not like someone was just trying to cause trouble for no reason
01:10:02Yeah, it was just a theory, but I was like, I have to step in; I have to do something to fix this right away
01:10:07My response to that to fix it evolved into a pretty simple solution
01:10:13I would just release a new teaser
01:10:18Yeah, that would just kind of steer it in the correct direction, you know? And that was the right way to handle it
01:10:24It's not to directly interact with the community, but to just release a new teaser that kind of guides it back
01:10:28I did that very soon, within a couple of days
01:10:33So, yeah, we gained popularity, and I kind of guided it back to where it was supposed to be
01:10:38I said sometimes someone would get a good idea, but I can't say anything about that either
01:10:42You know, I just have to—I've just tried to monitor the community, monitor the comments, monitor the theories
01:10:42When the group, as a whole, is getting the wrong idea, that usually means, you know, sometimes it just means I need to do a better job of storytelling
01:10:56Then I try to use that as kind of course correction for the next thing that I do to tell the story the right way, you know? Yeah, exactly
01:11:04Have I ever been right on anything? Like close to any food at all? Just because lately—Rob, for four years—that's a difficult question to answer because there are really two kinds of people who..
01:11:18There are two kinds of serious, you know
01:11:26There are two kinds of viewers or members, or whatever
01:11:30The first kind takes all the known facts and only uses those to put together a storyline
01:11:37Yeah, you know, which is the kind of channel that MatPat does
01:11:41Yeah
01:11:41And then the other kind takes those few facts and adds a lot more, you know, ad-libbing and taking more creative freedom regarding where the story might go
01:11:51Yeah, you know
01:11:52Let's do another one type of translator
01:11:52What happened, and the other type tries to figure out what might happen, like after another six months or after another year, after the next game or whatever, you know
01:12:03And then they try to figure it out
01:12:03So one is much more speculative than the other, I guess
01:12:03That's what I'm trying to say
01:12:08So it's hard to..
01:12:08So, you know that being the case, it's hard to gauge how right or how wrong people were whenever, you know, wherever a lot of people are
01:12:15Obviously, they're adding a lot more of their own imagination to it, you know what I mean? Yeah, but I can't, I cannot recall if I can remember a time when I've watched one of your theory videos and just rolled my eyes like, oh my gosh, you know? Okay, you know, he lost it
01:12:37Okay, I'll take that
01:12:37I'll take that hits
01:12:37Yeah, 'cause I'm like, I just do videos on ideas and stuff
01:12:45If I have an idea, I just say it because I like to try and make the community expand more, you know what I mean? Not just set their mind on one idea
01:12:56Like, you know, with every theory, there's always..
01:12:56Multiple ideas to something, and that's what I tried to do
01:13:02We've all seen Custom Night and stuff recently
01:13:02He's tried to give the community ideas to have their own judgment on the game
01:13:10And I think Matt has a lot of pressure to just do one set plan, because if he tries to go with a lot of ideas and stuff, his audience starts to be like, 'Well, hold on here
01:13:19You're going all over the place
01:13:23You're telling us loads of ideas and not just one solid idea.' Well, I mean, yeah, he's got a lot more pressure on him, obviously, just because of the audience
01:13:27You know, that goes with anything else; there's always going to be a lot more pressure on him, and a lot more scrutiny and a lot more criticism focused on him
01:13:40You know, I think I think
01:13:40He's managed it really well without, yeah, he has
01:13:46Yeah, I think he's done really well, you know
01:13:46And yet, like I was saying, that's why it's hard to tell you if you've ever been really, really wrong, because you lean more into the speculative stuff
01:13:51So your theories are much more speculative about what could be going on, rather than trying to put together a solid timeline with stuff like that, you know? Yeah
01:14:03Yeah
01:14:03Okay, the next question I'd like to ask is, how is the movie going? Because I know a lot of people have been wondering about this
01:14:11The movie's been going really well, you know? The first few years of the franchise, everybody was trying to get a movie out as fast as possible to catch the hype waves
01:14:21Stuff
01:14:29But now, looking back, I'm really glad that that didn't happen
01:14:29Something I've really started to come to want over these last years is that I want that movie to be able to stand on its own as a good movie and not ride the coattails of a different part of the franchise
01:14:47You know, because then, for instance, if you were to make a movie that just had the name Five Nights at Freddy's, without a whole lot of emphasis on the quality of the movie itself, then, yeah, if it happened during the peak of the popularity, it would do really well
01:15:04So if the franchise as a whole had waned a little bit, then the movie wouldn't do well either
01:15:05Like, I want the movie to stand on its own
01:15:12I want the movie to be good on its own, right? I want it to be a great movie, and for that reason, I'm really glad it didn't happen in those first few years because I think too much emphasis would have been placed on getting it out as fast as possible
01:15:21You know, one of the challenges, one of the reasons why it takes so long, is that it's actually really difficult to make a script for it
01:15:38I've seen, I've had the privilege of working with a couple of studios now, obviously talked to a lot of directors
01:15:41I've had a lot of scripts come across my desk; I've had a lot of ideas pitched
01:15:48And, you know, one of the biggest challenges—oh, and I've written three scripts on my own—just, and I've struggled
01:15:58Honestly, I'm facing the same problem as well as lots of these other directors, which is just the fact that with eight games, five books, including the security logbook, and the oils, yeah, exactly
01:16:15You know, with the eight games, five books, there are just thousands, over a thousand videos and fan theories, and this anthology and timelines, and all of this
01:16:23It's too much
01:16:30You know, the people I work with so far have either looked at it all, been completely overwhelmed, and decided to do something completely original, just start completely over, and obviously that doesn't work
01:16:38A couple of other guys have tried to incorporate everything into some, you know, master script that includes every, you know, every aspect
01:16:49Character every idea, obviously that doesn't work either because then it's just a, you know, a dumpster fire
01:16:57It's just too much to squeeze into two hours
01:16:57You can't do it, you know, you cannot do it
01:16:57And, you know, originally the script was gonna be based on the books, which eventually I decided was not the way to go
01:17:05You know the books work; the books were originally designed for people who just wanted extra stories
01:17:14You know, they wanted a little bit more detail, more story, but that was never intended to be the definitive story of Iran
01:17:23And people who go to see the movie aren't gonna want to see a retelling of the books; they're gonna want to see the first game
01:17:29I see a retelling of the story that got them interested in the first place
01:17:33You know, the first game had the right atmosphere, the right characters, and that's what people are going to want
01:17:40Ideally, if the first movie does really well, I think it would work great as a trilogy
01:17:47I've had to praise one science, uh, very soon finds the first three based on the first three games
01:17:50I'm not going to go into the first movie with that mentality, though
01:17:55I've seen too many good movies get kind of sidetracked by trying to set up future movies
01:17:55I'm not going to fall into that
01:18:01I'm going to really focus on something good to start with this first one
01:18:05We have seen some interesting things, and I'm going to try to be really careful
01:18:08I'm not trying to sound critical of some of the ideas that I've seen because, like I said, there were a lot of challenges in writing a script for this, even for me, because there's just so much information
01:18:26But there are some things that I'm really glad never made it, you know? One of them being something that I actually heard on, I think it was a MatPat or live stream, where he was musing about bad ideas; bad ideas that could potentially happen in a Five Nights at Freddy's movie
01:18:45One of the ones that he just brushed off and laughed about was the idea of plush toys coming to life
01:18:50I heard that, and that's another time where I wanted to jump in and say something, but I couldn't
01:18:55Because that's something that actually could have happened, you know? It wasn't a full-blown script, but somebody had that idea and could have implemented it
01:19:04There wouldn't have been a whole lot that I could have done at the time, so that's a scary thought
01:19:11That's kind of the risk, you know, of not really understanding the franchise really well and then trying to come up with something that, I don't know, would have held up really badly
01:19:30I heard him missing that promise on his livestream
01:19:30I was thinking to myself, 'You have no idea, but that actually almost happened.' That specific idea of plush toys coming to life and taking over
01:19:33Manhattan, that actually almost happened! I actually kind of want to see that now, though
01:19:46Well, you know, I don't know, maybe it would work better with a different name
01:19:50But yeah, I mean, the community is so talented in stuff
01:19:56Maybe that could make it a little less cartoonish or something, like another value to be happening as a joke
01:20:07But in short, though, I have to think that everything's where it needs to be right now, you know? So, what's next? Do you have any future projects or anything that you're working on? I'm going to try to take life a little easier
01:20:26I think I did finally get a couple of big deals signed with some companies, and I'll be able to provide details on that later
01:20:34But there are a few..
01:20:34A few big things in the works that are happening right now, which is the virtual reality game is going, and the augmented reality game is going
01:20:55I know most people, you know, the only example they can think of for augmented reality would be Pokémon Go
01:20:55But really, augmented reality in a game just means you hold up the phone and you see kind of overlaid on the screen
01:21:02Yeah, you know, it's kind of half and half between what you're really seeing and then something superimposed
01:21:07So, you like, I don't think it's not gonna have any kind of, you know, you're not gonna be running through the bushes in your neighbor's yard trying to catch very fast or anything
01:21:17It's gonna be something I'm thinking it'll be kind of like
01:21:19You know, a party game
01:21:23Can I do it with your friends? You know, creeping through the dark, sweeping through your house, and then something's gonna jump out at you
01:21:25Yeah, you know, but that's in the early stages
01:21:30I think it's gonna be really cool
01:21:33So that's in the works, and I'm in talks with the company right now to start porting Five Nights at Freddy's to some major consoles
01:21:44Right now, I'm gonna hold off on that until I have more details
01:21:44Yeah, I'm really encouraged like that, but for the longest time, I wasn't willing to sign on with any companies because I was keeping the series under wraps
01:21:59You know, I really wanted to be protective of the story
01:21:59I didn't want other companies to come
01:21:59In and add characters in
01:22:05What other companies come in and add storyline? Yeah, and I'm still holding on to that
01:22:09You know, my deals with them are very, very specific
01:22:09They don't have free rein to add storylines and characters
01:22:18But I am more open to getting help now
01:22:21Yeah, I'm more open to letting other companies do what I can't do
01:22:25Like, I don't know how to make an augmented reality game; I can't do that
01:22:29I don't know how to make a virtual reality game; I can't do that on my own
01:22:29Yeah, so let's say, I'm working really closely
01:22:35You know, I've done my best to pick really good people to work with, so yeah, good thing, exciting, very exciting
01:22:46So we've got these, these em, the VR, the IR, then the movie, and cut my
01:22:53Possible console ports
01:22:53So yeah, I'm really excited! I think a lot of people are going to be excited for those
01:22:58Definitely, if you could get a second chance— I think you just answered this, but this is a little bit different
01:23:04If you could go back to 2013-14, would you do it all over again in the same way? I don't know
01:23:19I don't think I'd go back
01:23:19I mean, obviously, there are little details I want to maybe polish up on, but no, I wouldn't change anything
01:23:22I mean, you know, in 2014, I think I mentioned this in an online interview, but you know, I was considering making another 'Legacy of a Flan' game, which was a series I used to make some years ago that not many people know about
01:23:44Or love, or work on another, or work on the sequel to Death
01:23:47Let’s hope, or make an indie Oregon, you know, featuring security cameras, you know
01:23:54And that was a long decision
01:23:56You know, I could have gone any direction, and I chose the indie game
01:23:57And the same thing with the sequel
01:23:57After I made the first one, I almost didn't make a sequel to it
01:24:01You know, I was considering two or three different game ideas
01:24:07But now, you know, everything turned out for the best, I think
01:24:07I wouldn't go back and mess with it
01:24:13Did your family, through the course of these years, give you any good ideas or did they implement anything in any way, or influence the story? Well, I will tell you, my oldest son, my oldest son Ian, he contributed an idea for the..
01:24:23First game
01:24:23That has become iconic to the series; the series could not go on without it, probably
01:24:35I need to take a moment to give him full credit for that
01:24:38My son, Ian, where after they had been beta testing, I was like, 'Hey, did you guys have any suggestions for anything? Like, what do y'all think I should add to this?' Ian said, 'You could make it so that when you click on Freddy's nose, it honks.' Kind of a fun Easter egg
01:24:54Yeah, I added it in, and now the rest is history
01:24:58Like, I really like a game; it can't go by without the big, big shoutout to Ian
01:25:06Rank you into one! Up, up, up! That's all I said
01:25:12Yeah, you know, but I mean, in all seriousness, it's just nice to have a support group
01:25:21It's great to have people
01:25:21Around you to support
01:25:21I mean, that's really the most important thing, even more important than directly contributing ideas
01:25:27It's just, you know, people who are around you and love you, support you, and encourage you to try one more time
01:25:35You can't find anything more valuable than that
01:25:35Yeah, you're exactly right there
01:25:35And do you have any favorite games? I think you said before that you like Mega Man, or am I completely wrong here? All right, well, I'm definitely a retro gamer
01:25:54Whenever I pick a system to play on, I never go beyond Super Nintendo
01:26:02So I'm stuck in 1993
01:26:04I have my Nintendo and my Super Nintendo, all the games with a player on those two
01:26:08Indiana and I pick a game of all that I'll try to really, you know, master
01:26:08Yeah, Mega Man 3 was my big accomplishment
01:26:15I played that game a lot; I'm very proud of it
01:26:15Only recently, I know this will be really random, but I found a new game that defeated me as a kid, which is U.N
01:26:22Squadron on Super Nintendo
01:26:22It's a side-scrolling airplane game
01:26:32You know, it used to tear me apart as a kid
01:26:32But I stayed really dedicated to playing that every day and now I've beaten it on normal mode
01:26:35Now, I'm fighting through on hard mode
01:26:41You know, just whenever I get a chance
01:26:41I don’t have a whole lot of time to play games
01:26:41I mean, a few days ago, by the way, I saw on Reddit that a lot of people were..
01:26:45Posting things about your birthday, right? A lot of people would like to know when your birthday actually is, if you're allowed to say
01:26:53It's just so we know, we can say happy birthday? Okay
01:27:03Okay
01:27:03Yeah, there's been a lot of confusion about this
01:27:08Yes, because depending on what year you would try to look me up, a different birthday would appear on Wikipedia
01:27:09Yeah, and a different picture
01:27:16Yes, that, yes, we really don't fix
01:27:16Yeah, yeah, I'll just say it right now
01:27:24My birthday is February 31st
01:27:29Okay, for some reason, I've always thought it was like summer
01:27:33For some reason, so February..
01:27:33Orson, okay
01:27:38So, that's the wrap for the interview
01:27:39Apart from one final thing, would you like to say any final thoughts to the people? I think I..
01:27:48I think I would just like to make sure everybody out there knows how much I really appreciate this fan base and just how much I appreciate all of the support
01:28:01Whenever, back before all this Five Nights at Freddy's stuff had started, and I had just made Desolate Hope, I was online and I found one piece of fan art that someone had made of the Desolate Hope characters
01:28:13You know, just random
01:28:13I have no idea who it was; I have no idea what happened to that picture
01:28:15But, you know, that was so special to me
01:28:15Seeing that someone out there had enjoyed that game and drawn one of those characters, like, that was just incredible to me
01:28:27It made me feel so good; it made my day, made my week, made my month
01:28:32You know, and so now to be..
01:28:32I'm able to, you know, go online and just see this incredible community of people
01:28:41You know, there are people that have ten times the artistic talents I do, with all this amazing fan art and these fan games
01:28:51There are some incredible games out there, and I don't want to, like, I'm scared to mention names or anything because I know that I'm going to leave out important ones
01:29:03You know what I mean? Like seeing these insane games that Nikson comes up with, you know, and I've always heard nothing but good things about the storylines in Popgoes, and then, you know, the artistic direction of games like Flumpty's, you know? And it's just like..
01:29:25Everybody has these specialties where they just flourish in the stuff that they make
01:29:32You know, like, you're going to Game Jolt to see these pages and pages of all these really cool games
01:29:32I picked out a few, but those are probably the more experienced members of the community
01:29:44However, I don't want to overlook people who are up-and-coming game designers who decide to make fan games as their first game
01:29:55What an incredible honor that is for someone to want to be a game developer and to have their first couple of games be about Five Nights at Freddy's
01:30:01It's just such an honor, and like I said..
01:30:03Just the incredible artistic community, like DeviantArt, and any time I go on Reddit, just these illustrations of people making me
01:30:09I've been fortunate enough to snag a couple of those artists to do official artwork for me
01:30:20But you know, and the memes are great too
01:30:24It's very fortunate to see myself featured in memes
01:30:24You know, not many people get to say that
01:30:31And to see my characters featured in memes, so that's always exciting
01:30:31Yeah
01:30:36But yeah, you know, just the YouTube community is amazing
01:30:40I mean, you know, you, Razzbowski, Ryan, you know, Cory Kenshin, you know, Fusion
01:30:46It's about just this whole community of great YouTubers who have just been so supportive over the years
01:30:54Yeah, I'm
01:30:54I'm just blessed
01:30:54I'm just really blessed
01:30:54This isn't so much a thank you; it was just a, I'm just grateful
01:30:59I'm grateful to be surrounded by such an incredibly talented community
01:31:06This has been an amazing experience
01:31:06That really has been, yeah
01:31:06And for many years to come, by the way, Scott, I will always be supportive of the community and you always
01:31:19Well, I'm gonna try not to let you guys down, but I hope you know, I mean, I don't always get these things just right
01:31:28But I hope everybody in the community believes at least
01:31:28But, you know, I'm just like what I said
01:31:32You know how I've been trying to write this script
01:31:32It doesn't mean it's gonna be perfect
01:31:35It doesn't mean the movie is gonna be perfect
01:31:35It doesn't
01:31:35I mean that these next few games are gonna be perfect
01:31:40But I hope everybody believes that I'm
01:31:42My number one goal is to make sure that I don't let anybody out there down
01:31:46You know, I know that a lot of people enjoy these characters and enjoy these games, and that means the world to me
01:31:52I'm just gonna try not to let anybody down; that's always at the forefront of all of my thoughts
01:31:57Just making sure that I do right by everybody
01:32:00So yeah, thank you so much
01:32:00Thank you so much, Scott
01:32:00I really do appreciate it
01:32:06You know, it's been a long interview and I really do appreciate the fact that you took the time to do this
01:32:06It means a lot to me and everybody watching
01:32:12Of course, well, I hope I haven't— I hope I haven't
01:32:12I missedpoke anywhere
01:32:12I hope the fan base will forgive me if I overcomplicate at some point
01:32:21Well, I think what I want to do is start up a flame where I respond on Reddit after the interview with everybody taking something that I said
01:32:26So, let me just make the disclaimer again: no lore has been hidden in this interview
01:32:27This was all off-the-cuff; nothing was pre-planned, you know, and this is just some guy, you know, talking about his experiences making the game series
01:32:43So, I hope nobody will read, you know, too much into that
01:32:43But, yeah, this has been a lot of fun, Lewis
01:32:47I really appreciate you taking the time to talk with me
01:32:51Thank you very much
01:32:51The community's like that; they're trying to think about things to watch
01:32:58So, yeah, well, I was available and I've done it
01:32:58That's my curious people
01:33:06I think that's it, guys
01:33:08Thank you so much for watching, and let me know your thoughts in the comment section about everything
01:33:08I really hope you've enjoyed it
01:33:14I really hope that the interview satisfied you, and you know, because there's been a lot of hype for this
01:33:19So hopefully, the questions were good, and you know everything was perfect for you guys
01:33:24So, yeah, thanks for watching.