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What makes a great boss fight? You can probably think back to some of your favorite boss encounters
out there - what makes them stick out to you? Is it the way they looked? Is it the difficulty
or accomplishment you felt when you overcame them? Whether you're designing a game yourself,
or just want to see what makes bosses tick, today I wanted to take a look at some of the different
building blocks that construct a great boss battle. Let's talk about it.
Bosses come in all shapes and sizes, but there's something different about them compared to
the rest of the enemies in a game. What is that X factor? Well, first off, I think for
a boss to be enjoyable, it needs to be challenging. Often bosses are commanders of armies or head
honchos of enemy factions; they should put up more of a fight than the average baddy.
That being said, it's also important that your boss is fair. No one enjoys a cheap boss
battle - if they can't predict what's coming next or be able to avoid damage, a
much easier option would be to just quit the game! Make sure attacks are either telegraphed
or at least part of a pattern that the player can learn from. The first time a player fights
a boss it might seem overwhelming, but if they keep their cool and learn from their
mistakes, they can persevere and feel great doing so. As player skill and knowledge increases,
the challenge of a boss should decrease, but if it's too random or cheap, that will be
harder to achieve. In the same vein, avoid padding boss health.
An easy way to make a boss harder is to just give it a giant health bar, but this is false
difficulty and honestly, uninteresting if that's all that sets a boss apart. Don't
get me wrong, a boss should be beefier than other foes, and even harder bosses should
be more difficult still, but it's not enjoyable to slowly chip away at a boss's energy meter
if the fight doesn't change itself. The Binding of Isaac is an interesting example
of this. Because of the random nature of items you can get, some bosses that are supposed
to be really hard can become pushovers if you have the right combo of items, so when
they released the Afterbirth expansion, they added a few bosses that are just huge damage-sponges.
Even if you do have great items, these guys take forever to kill, and can become especially
frustrating if you don't have a lot of damage or health. So it's a fine line, but making
sure a boss is challenging yet fair is essential for fun gameplay.
Next, your boss should be intimidating in some way - this is what makes most bosses
memorable. It's okay for the player to feel fear as a boss enters the arena, even if you're
supposed to feel overpowered in the rest of the game. Player emotion is so important to
the overall experience, and challenge combined with an intimidating design can make for a
truly memorable fight. That being said, you can also use this concept to subvert player
expectations. Shovel Knight comes to mind with how they incorporate Tinker Knight's
battle. He's one of the later bosses, so he doesn't seem very tough when you reach
him. You can kill this little pipsqueek easily, but then it turns out he has the biggest and
baddest machine of them all, what a great moment.
Now what's interesting is that you can actually use the opposite of this principle to send
a message to the player. Gwyn, Lord of Cinder is the final boss of Dark souls, so you'd
expect him to turn into the scariest monster you've ever seen, but instead it's just
a regular guy while somber music plays in the background. After all the other behemoths
you've fought up to this point, Gwyn is a huge contrast, but this makes sense with
the narrative of Dark Souls. I guess he does still have a giant flaming sword though, so
he's got that going for him!
Third, a boss should test what the player has learned from the game up to that point.
Sometimes it can be fun to use a boss as a teaching moment to try out a new ability.
This is even more true for end bosses - these should be a final exam of everything the player
has learned and put their skills to the test. It may be challenging to pull off in a realistic
way, but it always adds bonus points in my book if a boss can uniquely find ways to use
special abilities to take them down. Some examples include Gruntilda from Banjo Kazooie,
where you'll be flying around, shooting eggs, and turning invincible to defeat this
evil witch, or Mr. Freeze from Arkham City, where you have to use a variety of gadgets
to take him down because he adapts and won't make the same mistake twice. This not only
keeps a fight fresh, but can cause the player to feel more accomplished in their victory,
because they used critical thinking to win, not just brute force.
Another thing to consider when designing a boss is what the reward will be for fighting
them. Most of the time the prize is simply progressing the story, working your way from
boss to boss as a means of rising action until the climax. But sometimes the player is compensated
with a special item or powerup. The Mega Man series is an obvious example of this, and
these new abilities can be used for an advantage against later bosses. But occasionally, the
boss fight itself can be the reward if it is satisfying enough. Some games will have
a “secret final boss” that is only unlocked after certain requirements are met, and the
reward is simply the pride you feel when you best it. These are normally the hardest boss
in the game, and can be very exciting, especially if it's a surprise. I think it's important
to ask yourself “why am I fighting this boss?” and if your answer isn't satisfactory
to your overall goals of your game, then change it!
Finally, great boss fights are ones that stay fresh and unique. Not only should bosses look
different from regular enemies, but they should behave differently too. Give them moves that
connect with their theming, like a swamp monster causing the screen to go blurry, or a musician
attacking you on a giant piano. Many games will reuse the same boss and just give it
a color swap and slighty harder patterns, but I would avoid this, it comes across as
lazy. Donkey Kong is notorious for doing this, but at least in DK 64, your rematch against
Dogadon is with a different kong. So even though the boss was basically the same, it
felt different because your character's abilities had changed. Consider giving each
boss multiple phases that change up the battle
Every boss in Wings of Vi does this and it keeps you on your toes. Just when you think
you're getting good at fighting back, they introduce a whole new set of attacks. The
final boss of Castle Crashers has 6 phases, including one that's a fake out where he
turns into a giant spider hiding in the treasure chest. This many phases certainly ramps up
the challenge, but you also don't want bosses to overstay their welcome either. As long
as it continues to be enjoyable, adding new things is a good idea!
It is not easy to make a boss that is both challenging and intimidating, but rewarding
and fair. That's why I think it helps to go back and look at some of your favorite
bosses that you've fought before. In fact, tell me in the comments below some of the
bosses you remember most, and why you liked them so much. And next time you fight a boss,
put it to the test - does it hold up under these principles? Now of course, these are
just my ideas, there are other great concepts to incorporate into your boss fights as well.
But above all, don't forget that the best bosses are ones that are fun, that's why
we play games after all. Thanks for watching another episode of Good Game Design, stay
frosty my friends.
Hey, I'm snomaN and if you enjoyed you can
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