How to Create HELL through Sandbox Horror? | FNAF : Ultimate Custom Night | Review of Design

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So Five Nights at Freddy’s: Ultimate Custom night is the latest and supposedly “last game” in the Five Nights at Freddy’s series which has a player fight up to 50 unique animatronic enemies with customizable difficulty settings. But you probably already knew that the question I want to ask today is how do you make a game that allows players to completely customize their experience scary? Sure you can have creepy sounds or visuals but how do you make the gameplay terrifying when players are told exactly what each enemy does beforehand. It’s like me telling you a that there is a jumpscare coming three seconds from now... and see its not unexpected and not quite terrifying. So how does Scott Cawthon the creator of the Five Nights at Freddy’s series make his series version of Hell terrifying even though he tells the player everything about every threat they face beforehand. Oh by the way I’m Etra from Etra games I break down a game’s design every other week and today we’re going to break down the design of Ultimate Custom Night to see how it creates fear while telling you everything but in order to do that we need to look at the design of the first six FNAF games and see why some were higher rated and some were supposedly scarier than others. I actually made a video on this topic a few months ago so if you haven’t seen it. Don’t. I called the dominant strategy the optimal strategy, the video quality was meh, and the audio is just its just sad. The script was fine though, and there are some points from which are extremely important to understanding Custom Night. So to summarize I noticed that many people said the Five Nights series became less scary over time and it’s user review scores dropped more and more for each of the 4 first installments. I concluded that this was due to each game except for the first having a dominant unfailing strategy that guaranteed victory every single time if used. However, the first game actually had an element of random chance that brought fear of the unknown. The only problem is this element of random chance called Golden Freddy can ruin your run unless you immediately lift your monitor. The issue with is that you are never told about Golden Freddy or how to prevent him in game so this event created fear of the unknown with a random chance of ruining your run. The problem with this is having a player’s death be based off random chance and not skill can make players frustrated. So after getting rid of this random chance element for the next three games and giving up on the main gameplay mechanics in general to make a story based mini-game collection for one game he brought back this element of random chance for sixth game in the series Freddy Fazbear's Pizzeria Simulator where your means of defense the audio lure, and flashlight have a random chance of failing regardless of what you do. This means instead of repeating a set pattern of events you have to adapt to your strategy potentially failing. What keeps this system from leading to cheap deaths like the first game is that you would have to have equipment fail several times in a row to get an unpreventable death. Meaning your strategy is constantly changing due to your equipment sometimes failing. Yet the problem with this system is that small chance of a player losing the game due to an unpreventable death regardless of what they do. So why is all this important to understand the game design of Ultimate Custom Night? Well, Scott Cawthon actually found out how to create fear of the unknown using randomness without any un-preventable deaths. As mentioned earlier each installment of the Five Nights at Freddy’s series has some gameplay loop that is the dominant unfailing strategy. With the only exception being Pizzeria simulator. Technically each customized night also has a dominant unfailing strategy that will guarantee victory. For example, I’ll use a very simplified version of the first preset challenge Bear Attack 1’s Dominant strategy which is Check the Office, Check the doors, Use the flashlight, check camera and repeat. So we fall into the same loop of repetitive gameplay that kept games 2-5 from being as terrifying as the original or the Pizzeria Simulator. Correct? Well not quite. Scott’s solution to prevent repetitive gameplay was adding DeeDee an animatronic that will randomly appear and add one of the 50 other animatronics to the rooster. And most of the time this changes the current optimal strategy. For example, if DeeDee summons the puppet the new optimal strategy for Bears Attack would beCheck office, Check Doors, Check Camera, Wind music box, repeat. The catch is you are never told who she summoned. This creates fear of the unknown until you know who it is and how to deal with, but you will never die cheaply because if you use the strategy you use when blocking every animatronic you can block whatever DeeDee throws at you without even knowing what it is. So even with randomness, there is always a way to win unlike in FNAF 6 where you had a chance of failing regardless of what you did! Making all customized challenges a small part of one big gameplay loop is pretty genius because Scott can add in parts from the main gameplay loop randomly and still have it possible to be beaten. So what keeps people from just doing the strategy you would use to fend off every animatronic all the time? Well, the gameplay loop of this strategy or 50/20 mode is so hard to pull off that only 10 people in the world have been able to beat 50/20 mode since I’ve recorded this. Meaning always using the 50/20 mode is near impossible without literal weeks of practice. My favorite part about all this is everyone I have seen play the from Dawko to Markiplier has died at least once not due to the new animatronic Dee Dee summoned but because they freak out trying to find who DeeDee summoned and fail to remember the gameplay loop they were actually supposed to do. But, Etra! You may ask doesn’t that mean playing on 50/20 mode will just be another repetitive loop like the other games. You can’t change the gameplay of 50/20 mode by adding animatronics since there are only 50 animatronics! (Laughter) (Louder laughter) Sudden stop. No, actually there are 56. I lied, Scott lied. When it is 50/20 mode an additional 6 animatronics outside of the first 50 can be summoned by shadow Dee Dee. Meaning 50/20 mode is a portion or subset of 56/20 mode just like Bears Attack is a subset of 50/20 mode The only difference is you shouldn’t use the dominant strategy for 56/20 mode the entire time because not every animatronic will be active throughout the run and you have to focus on setup at the beginning of your run. All of this means is you have to adapt your strategy to one of 32 different dominant strategies several times over 4 minutes to beat 50/20 mode. So however you play the game there is always fear of the unknown without un-preventable deaths. Which is kind of beautiful for the conclusion to this series. Through it, we can see the Journey of one man as a struggling game designer who tried to figure out what made his first game so terrifying. You can see him think Was it trial and error or lack of information, was it the setting or design of these beasts, was it the story that held it all together that created the fear from the first game? In the end, he was finally able to re-capture the spirit of the original game and perfected this system of fear in a way never seen before. But hey, as always thank you for watching if you liked this video consider subscribing in order to be notified of my new videos when they come out! Regardless of your choice, have a wonderful day and I will catch you all next time!
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Channel: Etra Games
Views: 1,255,743
Rating: undefined out of 5
Keywords: fnaf ultimate custom night, fnaf, gaming, 50/20, fnaf 7, fnaf ucn, ultimate custom night, ultimate custom night analysis, game design, game theory, dawko, dawko custom night, markiplier, markiplier custom night, fnaf7, fnaf 6
Id: LrYlH6D6kT4
Channel Id: undefined
Length: 9min 44sec (584 seconds)
Published: Tue Jul 24 2018
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