Adam Fields (weblog)

This blog is largely deprecated, but is being preserved here for historical interest. Check out my index page at adamfields.com for more up to date info. My main trade is technology strategy, process/project management, and performance optimization consulting, with a focus on enterprise and open source CMS and related technologies. More information. I write periodic long pieces here, shorter stuff goes on twitter or app.net.

5/8/2006

Bosses generally suck

Filed under: — adam @ 4:19 pm

Hah, fooled you. This is a gaming post, not a business post. Wired article on the greatness of boss battles:

http://www.wired.com/news/columns/1,70832-0.html

I disagree. I often find the boss battles to be the most tedious parts of the game. Instead of another interesting level, you’re treated to a 10-30 minute repetetive motion fest until you can find the one pattern that works against the increasingly overpowered enemy.

Sometimes, this is well done, but often not. I’d feel better about them if the boss battles required a little strategy or intelligence beyond “Find the four switches/weak spots/colors, hit them in order, then the boss will reveal the little extra boss inside the other boss and you can kill that too. And once you figure out the trick, the next three are all exactly the same as the first one, and between doing these tasks, you have to run in circles to avoid the predictable fireballs/rocks/energy blasts.”

The Vizier in Prince of Persia 3? Nope, I don’t think so. That battle almost killed me with its tedium alone. I could almost hear Hank Azaria’s character narrating along between hits … “dodge, duck, dip, dive and dodge!” And to add insult to injury, after a fantastic game about sand powers and time travel, you get to use almost none of those interesting powers, because there’s no refill sand during the battle. Bleh.

God of War was refreshing in this instance, by accident. They had to leave some of the bosses out due to time pressure, and I’ve never been so relieved as I was when progressing from one really interesting level to another really interesting level without another button masher in the middle.

The boss battles should be woven into the pace of the game, not grind it to a halt. Integrate the boss battles into everything else. Have other stuff going on at the same time. Punctuate it. Don’t make me start all over unless I do every single keypress right. If the way to kill the boss is to find the pattern and do something specific more than once, you’ve done something wrong. When done well, boss battles can be interesting. But they rarely are anything more than a placeholder for a lack of gameplay imagination.

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