Many games have a boss, or set of bosses who just don’t know when to quit.
So many examples to pick, I bet you’ve a few in your own heads that your thinking “MY GOD! Why didn’t it just die?”
Bosses, know when to say die!
A general rule of thumb which I follow, is that if both the boss and the party have exhausted all their special abilities, and the group themselves are perfectly fine. The boss needs to go.
So taking my Pen and Paper test scenario. I would pit my players against the boss I created. I begin to keep watch for player routines, healers heal, tank tanks, and DPS spanks. Forming what I call the “Tank and Spank!” zone. Meaning that they have been rinse dry and repeating for several rounds now.
Once this zone has been breached, you should be ready to end the boss, and note how much health was taken from it. This will help you know when a boss has too much or too little health.
Night, what if the boss has other abilities like regeneration, or evolution?
This is a good question!
For the most part, regeneration is merely a cover to give bosses a huge amount of health anyway. Players should be given the ability to stop this, else it becomes annoying.
Evolution
A boss evolving to ever more powerful forms is alright, as long as the players don’t feel like they’ve been hit below the belt.
I’ve felt times like this, form parasite eve, final fantasy, and a few FPS’s. Where I’m rocking the boss, just smashing them and suddenly it evolves, more health, tougher skills. Okay this is fine the first time, but then suddenly IT DOES IT AGAIN!
This is a terrible use of evolution, it merely prolongs the fight into absurdity, least to me it does.
Why must the player die just to learn the bosses new routine? This is hardly realistic for a game where the player really isn’t supposed to die. Sure there are those good enough to pass these bosses without dying, but what about the others? As a Game Designer, its our job to make sure to reach out to all players of varying competency.
Here’s a good question. Should a player really have to deal with death, just to learn an ever changing bosses routine?
Isn’t that a bit…ironic? Your player isn’t supposed to be immortal. The whole extra lives is merely a safety net for those who do die.
If a boss with evolution still can’t be defeated without the player dying at least once, it may be that it needs to be slightly simplified.
What I enjoyed from a few arcade games is that the health of a boss “was” his health. He evolved, but his health bar stayed them same. Thus you knew your goal.
What about devolving bosses, where as they lose health they get easier and easier.
nothing like a nigh impossible boss becoming a pathetic ball of fluff that you punt around before squashing.
I remember in the previous lesson, someone gave there thoughts on bosses, that they just aren’t necessary.
Tell me what you think, are Bosses necessary, do you know of a boss who just didn’t die? How do you judge when a boss has too much or too little health?
Drop your side of the discussion and I’ll be happy to return fire my own answer or thoughts asap!
Next Monday- The Rule of Three’s!!!