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Boss fights are too videogamey


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#126
Fast Jimmy

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EntropicAngel wrote...

Fast Jimmy wrote...

Boss fights are not required.

But what most people are too dense to understand is this - boss battles have been used in countless games in the past. People see dropping boss fight as a "breaking the mold" and avoiding being too "video-gamey." But they forget that the boss fights weren't used because designers love following the same formats, but because the boss fight accomplishes something for the player. 

It represents a challenge to test their grasp on gameplay mechanics. It works as a milestone in the progress of the game. When overcome, it gives a large sense of satisfaction. And, lastly, it can be used to demonstrate unique or new gameplay mechanics. 

Dropping a boss fight is doable... but realize that you need elements that will supplement these feelings. You still need a way for a player to feel like they have been given a challenge and won, showing they have skill in the game's mechanics. You still need a way to break up the game and offer milestones in gameplay. And you need ways to make the gameplay variable, so that it doesn't feel like the same situation across the entire game. 

DA2's boss fights were bad, because while they accomplished some of these things, it did not deliver a sense of accomplishment. And aside from the Rock Wraith, it didn't introduce any new gameplay elements (hiding behind columns/environmental protection, which wasn't used/applied anywhere else). It was the same fight (kite and whittle down HP) but just with bloated enemies. 

So to say "boss fights are so cliche; let's scratch them" is a fine statement, but you would need to recognize the elements that these segments of gameplay accomplish and offer something else to replace them. 

In many ways, this is why DA2 failed. It experimented with a lot of things (narrative, combat, player agency, etc.) and put new things in and took old things out, which is fine. But most of it was done without realizing that the previous way of doing things wasn't just popular because it was "the way things were done" but because they were effective. Changing without showing that you understand why the previous way things were done worked isn't innovation, but rather just ignorance and arrogance.


This is all predicated on the basis of playing a game for a challenge.

Some of us don't do that.

Even if you don't play games for challenge, there is still a desire for progression and accomplishment. You can see a level to up, or see a higher damage number appear over an enemy, but one of the most effective ways to demonstrate said elements of progression is to give a situation that at least gives the appearance of a challenge (or at least something unique) for the player to compare to. 

In addition, a boss fight does not have to test player skill - it can test character skill alone. My character in Fallout 1 can have a high enough Science skill and beat the end boss without firing a shot. It's not my science skill as a player. The same for something like an explosives skill - my character may know how to disarm a bomb or set a trap, but I'm not an expert in such things as a player. 

So a boss fight doesn't have to equate a twitch test of player skill, or even a test of the player's understanding of game mechanics neccessarily. But it still gives the impression that your character has gotten stronger/better over the course of the story. And I guess that is what I was really talking about. 

#127
Ziegrif

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Troll or not.
It's a videogame.
Boss battles should be there.
If you want less videogamey read a book or play a visual novel.
Personally the Kingdom Hearts 1 and 2 had some real good boss battles.
SMT: Nocturne also had some good ones, although brutal.
The thing that I remember about games are the bosses, because they're there to pull your damn hair out.

#128
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Renmiri1 wrote...

I knew there was a reason for me to love that boss fight! :D

So now you are agreeing WoW has  twitch mechanics ? Every time I post saying that you disagree with me.. :blink:


What? I've never said that. I've never even played WoW, so I wouldn't know.


Agreed but what do you suggest ? I confess I'm so used to boss battles being the "divider" between acts that I am at a loss to think of alternatives. A "dance-off" or a Guitar Hero kind of mechanics would s**k. Puzzles might work but I'm awful at those so I vote against it. What else ?


Just story. Exposition. Plot.

#129
Guest_EntropicAngel_*

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Fast Jimmy wrote...

Even if you don't play games for challenge, there is still a desire for progression and accomplishment. You can see a level to up, or see a higher damage number appear over an enemy, but one of the most effective ways to demonstrate said elements of progression is to give a situation that at least gives the appearance of a challenge (or at least something unique) for the player to compare to. 

In addition, a boss fight does not have to test player skill - it can test character skill alone. My character in Fallout 1 can have a high enough Science skill and beat the end boss without firing a shot. It's not my science skill as a player. The same for something like an explosives skill - my character may know how to disarm a bomb or set a trap, but I'm not an expert in such things as a player. 

So a boss fight doesn't have to equate a twitch test of player skill, or even a test of the player's understanding of game mechanics neccessarily. But it still gives the impression that your character has gotten stronger/better over the course of the story. And I guess that is what I was really talking about. 


That's a fair argument, but I've never encountered that--in fact, it feels more like that's what the normal mook fighting is about. A boss *will* be hard regardless of your level,but as you level fighting the trash mobs should get easier. That's where you would see it at.

#130
AlanC9

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Renmiri1 wrote...


Agreed but what do you suggest ? I confess I'm so used to boss battles being the "divider" between acts that I am at a loss to think of alternatives. A "dance-off" or a Guitar Hero kind of mechanics would s**k. Puzzles might work but I'm awful at those so I vote against it. What else ?


A PC decision? A plot development?

#131
Guest_EntropicAngel_*

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Ziegrif wrote...

Troll or not.
It's a videogame.
Boss battles should be there.
If you want less videogamey read a book or play a visual novel.
Personally the Kingdom Hearts 1 and 2 had some real good boss battles.
SMT: Nocturne also had some good ones, although brutal.
The thing that I remember about games are the bosses, because they're there to pull your damn hair out.


The more I think about it the more I realize how silly this argument is.

It's like saying all books have to have a knight in shining armor character, because books. A romance, because books. A fundamentally moral protagonist, because books.

It's really quite meaningless. Video game is a medium, not a style. All a book needs to be a book is words. All a movie needs to be a movie is film. All a video game "needs" to be a video game is interaction. Not boss fights.

#132
Renmiri1

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AlanC9 wrote...

Renmiri1 wrote...


Agreed but what do you suggest ? I confess I'm so used to boss battles being the "divider" between acts that I am at a loss to think of alternatives. A "dance-off" or a Guitar Hero kind of mechanics would s**k. Puzzles might work but I'm awful at those so I vote against it. What else ?


A PC decision? A plot development?


PC Decision ? 
A bit underwhelming IMHO. So the same mechanics I use to decide ot attack or talk to an npc now make an entire game act end ? Feels too little

Plot Development ?
Again, feels weirdly non-interactive. Plot developments moving to the next act are more a movie / book trope, Interactive media like videogames can add your PC actions to it and usually do. Going backwards feels lame

EntropicAngel wrote...

All a video game "needs" to be a video game is interaction. Not boss fights 

Precisely

Plot Development, a dance / song, a little screen or page saying "10 years later" and the like are not INTERACTIVE and feel lame as the "divider" between acts on a videogame.

EA, what interaction do YOU suggest, besides boss fights ?

Modifié par Renmiri1, 19 avril 2013 - 03:31 .


#133
Fast Jimmy

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EntropicAngel wrote...
It's like saying all books have to have a knight in shining armor character, because books. A romance, because books. A fundamentally moral protagonist, because books.


I don't know about anything... but I DO know the next time I am in an argument, I am going to use the phrase "because books" as my reply. :lol:

#134
HiroVoid

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EntropicAngel wrote...

Ziegrif wrote...

Troll or not.
It's a videogame.
Boss battles should be there.
If you want less videogamey read a book or play a visual novel.
Personally the Kingdom Hearts 1 and 2 had some real good boss battles.
SMT: Nocturne also had some good ones, although brutal.
The thing that I remember about games are the bosses, because they're there to pull your damn hair out.


The more I think about it the more I realize how silly this argument is.

It's like saying all books have to have a knight in shining armor character, because books. A romance, because books. A fundamentally moral protagonist, because books.

It's really quite meaningless. Video game is a medium, not a style. All a book needs to be a book is words. All a movie needs to be a movie is film. All a video game "needs" to be a video game is interaction. Not boss fights.

I agree with this, but in regards to games like Dragon Age and Mass Effect, they are still combat-focused games, so taking out boss battles or a final boss battle can turn people off just as much as taking out certain type of dialogue for people more interested in that part of the game.

#135
Dave of Canada

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Renmiri1 wrote...

Agreed but what do you suggest ? I confess I'm so used to boss battles being the "divider" between acts that I am at a loss to think of alternatives. A "dance-off" or a Guitar Hero kind of mechanics would s**k. Puzzles might work but I'm awful at those so I vote against it. What else ?


Act 1: You're a man called Soup, you've finally ended up in a city where your profession at carrying crates is extremely beneficial! The game progresses as you carry crates until one day you decided "just one more crate" despite it being late, you pick up the crate and hear Jim--another crate guy--talking about how he's planning on carrying boxes. Jesus christ, that traitor! End act.

Act 2: You and Jim work side-by-side and it's very difficult to not show disgust, he wants to high-five you after a few jokes but those hands touched boxes. **** that. You warn your managers and they don't understand the big deal, has everyone else gone CRAZY!?

As you keep working your usual job, a fire ignites in the warehouse and you believe Jim did it, you run towards him and find him unconscious on the floor with boxes on-top of him. D-do you do the worst thing known to mankind and lift a box or do you try to save as many crates as possible? You decide to leave Jim to his death, he deserves it. End act.

Act 3: As you look upon the burned down warehouse which housed all the crates in the city, you can't help but shed a few tears because of all that lost cargo. Although the city worries about the crisis which will occur because they lost everything, they praise you as the Crate Savior as the few crates you managed to save contained food which will hold off the mayor's starvation for a day or two.

As the city begins to starve and die, you find a new job carrying coffins of dead people. You're mortified at the thought of not lifting crates, you're the Crate Savior, goddammit. Did the mayor bestow the title of "Coffin Savior"? No! End act.

Act 4: As you age and more people die of starvation and disease, you look solemnly at the last crate you carried so many years ago and sigh, could this all have been avoided if you saved Jim that day? Hell no, how would that stop an incompetent city with only one warehouse of supplies who can't resupply for years on end?

You crawl into your crate to reminisice of good times and close your eyes. You never wake up. End game.

Modifié par Dave of Canada, 19 avril 2013 - 03:43 .


#136
Guest_EntropicAngel_*

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Renmiri1 wrote...

Precisely

Plot Development, a dance / song, a little screen or page saying "10 years later" and the like are not INTERACTIVE and feel lame as the "divider" between acts on a videogame.

EA, what interaction do YOU suggest, besides boss fights ?


Maybe something like a recap--you go over what you'v done, whether you've accomplished what you set out to do, how you feel about how it resulted.

It just doesn't need to be combat. There's too much focus on combat already.

#137
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HiroVoid wrote...

I agree with this, but in regards to games like Dragon Age and Mass Effect, they are still combat-focused games, so taking out boss battles or a final boss battle can turn people off just as much as taking out certain type of dialogue for people more interested in that part of the game.


You could say they're combat focused...but considering that there are, quite literally, hours upon hours of dialog, of talking, I wouldn't really say the same. I'd say that--that story, that the world, is more of a focus than combat.

#138
HiroVoid

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EntropicAngel wrote...

HiroVoid wrote...

I agree with this, but in regards to games like Dragon Age and Mass Effect, they are still combat-focused games, so taking out boss battles or a final boss battle can turn people off just as much as taking out certain type of dialogue for people more interested in that part of the game.


You could say they're combat focused...but considering that there are, quite literally, hours upon hours of dialog, of talking, I wouldn't really say the same. I'd say that--that story, that the world, is more of a focus than combat.

I can't say for certain in DA2 since I only played 9 hours in before I got tired of the repetetive combat, but ultimately, it seemed I spent more time in both games in either dungeons or fighting than in dialogue.  At the least, combat is as big of a focus as the dialogue is with a lot of planning having to go into enemy, boss, and other encounters as well as all of the leveling, classes, and specializations that have to be taken into account.  While most people do certainly seem to play Bioware games for the characters, it doesn't change that there are plenty of people who play the game for enjoying the combat which just taking away boss fights or final bosses could feel as much as a negative as removing something with dialogue.  Ultimately, the big thing is to make sure to blend in gameplay and story to make sure that the bosses make sense and don't feel like they wrote the story, and went 'Oh yeah.  Do this to make him a boss fight.'

#139
The Six Path of Pain

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You know which series has awesome boss fights...Metal Gear Solid! Psycho Mantis,The End,and Liquid are my personal favorites :D

Modifié par The Six Path of Pain, 19 avril 2013 - 03:56 .


#140
HiroVoid

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The Six Path of Pain wrote...

You know which series has awesome boss fight...Metal Gear Solid! Psycho Mantis,The End,and Liquid are my personal favorites :D

The Metal Gear franchise tends to be one of my favorites gameplay-wise, so I'd certainly agree.

#141
Wulfram

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I think it's desirable that the combat/gameplay - doesn't have to be the same thing, but it usually is - should support the story, so that you have a height of intensity of gameplay when you have a height of intensity in the plot.

Though that doesn't have to be a literal boss battle. And there are probably occasions when it simply wouldn't fit, and forcing it wouldn't be worth it. And making the difficulty spike too hard can end up being a negative if things turn into a reloading slog.

Modifié par Wulfram, 19 avril 2013 - 03:57 .


#142
Fast Jimmy

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Dave of Canada wrote...

Renmiri1 wrote...

Agreed but what do you suggest ? I confess I'm so used to boss battles being the "divider" between acts that I am at a loss to think of alternatives. A "dance-off" or a Guitar Hero kind of mechanics would s**k. Puzzles might work but I'm awful at those so I vote against it. What else ?


Act 1: You're a man called Soup, you've finally ended up in a city where your profession at carrying crates is extremely beneficial! The game progresses as you carry crates until one day you decided "just one more crate" despite it being late, you pick up the crate and hear Jim--another crate guy--talking about how he's planning on carrying boxes[/i]. Jesus christ, that traitor! End act.

Act 2: You and Jim work side-by-side and it's very difficult to not show disgust, he wants to high-five you after a few jokes but those hands touched boxes[/i]. **** that. You warn your managers and they don't understand the big deal, has everyone else gone CRAZY!? 

As you keep working your usual job, a fire ignites in the warehouse and you believe Jim did it, you run towards him and find him unconscious on the floor with boxes on-top of him. D-do you do the worst thing known to mankind and lift a box or do you try to save as many crates as possible? You decide to leave Jim to his death, he deserves it[/i]. End act.

Act 3: As you look upon the burned down warehouse which housed all the crates in the city, you can't help but shed a few tears because of all that lost cargo. Although the city worries about the crisis which will occur because they lost everything, they praise you as the Crate Savior as the few crates you managed to save contained food which will hold off the mayor's starvation for a day or two.

As the city begins to starve and die, you find a new job carrying coffins of dead people. You're mortified at the thought of not lifting crates, you're the Crate Savior[/i], goddammit. Did the mayor bestow the title of "Coffin Savior"? No! End act.

Act 4: As you age and more people die of starvation and disease, you look solemnly at the last crate you carried so many years ago and sigh, could this all have been avoided if you saved Jim that day? Hell no, how would that stop an incompetent city with only one warehouse of supplies who can't resupply for years[/i] on end?

You crawl into your crate to reminisice of good times and close your eyes. You never wake up. End game.

...BRILLIANT!

#143
Guest_EntropicAngel_*

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HiroVoid wrote...

I can't say for certain in DA2 since I only played 9 hours in before I got tired of the repetetive combat, but ultimately, it seemed I spent more time in both games in either dungeons or fighting than in dialogue.  At the least, combat is as big of a focus as the dialogue is with a lot of planning having to go into enemy, boss, and other encounters as well as all of the leveling, classes, and specializations that have to be taken into account.  While most people do certainly seem to play Bioware games for the characters, it doesn't change that there are plenty of people who play the game for enjoying the combat which just taking away boss fights or final bosses could feel as much as a negative as removing something with dialogue.  Ultimately, the big thing is to make sure to blend in gameplay and story to make sure that the bosses make sense and don't feel like they wrote the story, and went 'Oh yeah.  Do this to make him a boss fight.'


More, yes, but comparitively it's drastically, drastically less than most games.

#144
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Wulfram wrote...

I think it's desirable that the combat/gameplay - doesn't have to be the same thing, but it usually is - should support the story, so that you have a height of intensity of gameplay when you have a height of intensity in the plot.

Though that doesn't have to be a literal boss battle. And there are probably occasions when it simply wouldn't fit, and forcing it wouldn't be worth it. And making the difficulty spike too hard can end up being a negative if things turn into a reloading slog.


For all the hate ME3 gets, I feel this was one benefit of its ending. It was a buildup--waves of enemies, not one end all be all boss.

#145
Dave of Canada

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Serious post: I'm a big fan of moments where the combat, the story and the music sinks really well and creates a feeling where I'm personally involved. One of the most recent examples was when I had the choice in Saint's Row 3 to save Shaundi or hunt down Killbane, everything felt right and I started driving towards Killbane as everyone fought against me before deciding to do a u-turn to save Shaundi instead.

There's no time-limit, there's no rush and it's normal game-play but everything synced and I loved it. A similar moment in a game I didn't like was in Fable 3 when Walter was taken by the darkness, I was trying to save him as desperately as I could and when I was given the option of dragging him, I dragged him as far as possible because I didn't want to abandon him despite my character being "evil".

Closest thing I felt to that in Dragon Age was in Awakening while debating whether to save the Keep or save the City, I burned down the City and fought at the Keep and tried to "avenge" Zaeed.

Modifié par Dave of Canada, 19 avril 2013 - 04:08 .


#146
Renmiri1

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You had me at "You're a man called Soup". I stand in awe of your brilliance.. Or would if I could stand up from inside my beloved crate ;)

Modifié par Renmiri1, 19 avril 2013 - 04:09 .


#147
Lobos1988

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I can understand videogames trying to be less videogamey when it comes to something like Battlefield, where people are actually looking for some kind of close to reality combat situations... but DA:I is a FANTASY game... i don't expect it to be unvideogamey... I really want it to be very so! :D

#148
Annihilator27

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Bioware, Make your final boss like Metal Gear Rising's.

#149
Fast Jimmy

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EntropicAngel wrote...

Wulfram wrote...

I think it's desirable that the combat/gameplay - doesn't have to be the same thing, but it usually is - should support the story, so that you have a height of intensity of gameplay when you have a height of intensity in the plot.

Though that doesn't have to be a literal boss battle. And there are probably occasions when it simply wouldn't fit, and forcing it wouldn't be worth it. And making the difficulty spike too hard can end up being a negative if things turn into a reloading slog.


For all the hate ME3 gets, I feel this was one benefit of its ending. It was a buildup--waves of enemies, not one end all be all boss.



Ugh, no... Not a fan. There was no sense of accomplishment at all. The last wave wasn't even difficult, or anything we hadn't seen a dozen times before. Not to say a boss battle would have made anything better or worse, but the entire encounter design from the second Priority Earth started was poor at best, terrible at worst. 

#150
MerinTB

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Boss fights are bad and annoying. My opinion. I don't like games that use them. I'm not that kind of gamer.

Having tougher opponents, sure. Having to use some strategy, sure.

But the cliche boss fight, with enormous health, health that regenerates or you have to go through it a dozen times, one-hit-kill attacks... and, in general, stand out as very different mechanics from the rest of the combat in the game... I want to go away.