FNAF isn't really all jumpscare. It's all build-up to the jumpscare. Although all build-up does mean it's still all *about* the jumpscare, so maybe it's the same thing.
I dunno, I think the game is really effective at what it does, but I can't play it either because the build-up and tension is never released (except when you die, which is a failed state), and I just can't handle the tension over that extended a period of time. Some can. Me? I like the idea, have enjoyed watching a couple of people play it, but while it makes for a good example of excellent minimalist design, it doesn't have lasting power. That's why I roll my eyes at the sequel. The concept is good to work through one short game. Making a sequel, they just crammed it full of more stuff to the point where you can't even appreciate the build-up of tension because you're never not doing something in near-blind panic.
So, basically: yeah, as a short, single game, FNAF accomplishes what it set out to do very effectively. As a lasting experience, it gives you no reason to go back to it. As an experimental indie game, that's good. As a franchise, it fails to understand its own value.
I dunno, I think the game is really effective at what it does, but I can't play it either because the build-up and tension is never released (except when you die, which is a failed state), and I just can't handle the tension over that extended a period of time. Some can. Me? I like the idea, have enjoyed watching a couple of people play it, but while it makes for a good example of excellent minimalist design, it doesn't have lasting power. That's why I roll my eyes at the sequel. The concept is good to work through one short game. Making a sequel, they just crammed it full of more stuff to the point where you can't even appreciate the build-up of tension because you're never not doing something in near-blind panic.
So, basically: yeah, as a short, single game, FNAF accomplishes what it set out to do very effectively. As a lasting experience, it gives you no reason to go back to it. As an experimental indie game, that's good. As a franchise, it fails to understand its own value.