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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 bossthat 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 yourselfwhy 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

  • always subscribe for more analytical content, or support the show through Patreon. Thanks!

What makes a great boss fight? You can probably think back to some of your favorite boss encounters

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好的遊戲設計 - 老闆 (Good Game Design - Bosses)

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