/5N@F/ General

DEEPEST BEEPEST Edition

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>Links to purchasables
FNAF 1 - SL: store.steampowered.com/bundle/1729/
FNAF BOOK: amazon.com/Five-Nights-Freddys-Silver-Eyes/dp/133813437X
FNAF WORLD: gamejolt.com/games/fnaf-world/124921

>Links
Official Site: scottgames.com
Asset Rips: s.rtag.me/freddy
IRC: #FNAF on Rizon
Fan Booru: 5naf.booru.org
Writing Archive: pastebin.com/fryFnrQ9
Voice Archive: pastebin.com/8mN8gJYP
List of Content Creators: docs.google.com/spreadsheets/d/1clzZcsTzZzZh6EUFR-nmF4F7zHiXTCeB4AehZLF1OHs/edit?usp=sharing

>NO NEW THREAD UNTIL WE HIT 750 POSTS OR 250 IMAGES
>REMEMBER TO REPORT AND IGNORE SHITPOSTING
>Out of all the games to latch onto why'd they pick this game? Why not Hotline Miami, or Dark Souls?

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what happened to body odor rabbit

I'm honestly quite amazed Hotline Miami had less staying power than FNAF. Out of sight out of mind, I suppose.

GMF.

I suppose the lack of furry anthropomorphic characters or loud noises is also a part of this. Hotline Miami doesn't tap into the same innate autism that FNAF and Sonic do.

Hotline Miami had a lot of shit to talk about in the first game and still after the second game, though. It's weird because FNAF is really shallow in terms of ambiguity or content density, with Hotline Miami and Dark Souls providing more room for debate while being less popular.

i want you all in my bed no homo.

Nobody wants to be in your bed, homo.

Dark Souls is extremely popular, though. The lengthy timeline of the series ensures enough time to build up a stable and devoted userbase. It's almost a self-sustaining meme at this point, much moreso than FNAF.

Here's some google shit, for what it's worth.

Hotline miami has an average player story completion rate of roughly 45% because of the skill curve required near the end of each chapter. The percentage for fnaf games on average (excluding world and sister location) is nearly at 80% (only drops to 60% after including world and SL) because progression eventually is beaten by rng instead of actual skill. This is epitomized by how the most difficult nights and sequences are only due to rng feeds into just brute forcing a way through instead of figuring out how to improve on earlier attempts.

The souls series (and bloodborne) has an increasing average completion rate starting at 60% for demons' and the first dark souls, then 75% for dark souls 2 and bloodborne, then 90% for dark souls 3. This is also in scale with how much traction it's been gaining over the years.

There's your info to work with. Taken from mostly from steam statistics and user review.