What makes a Good Boss Fight in a Video Game?

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Started by Imploded Tomato 8 posts View original ↗
  1. What characteristics or traits makes a Good Boss Fight in a Video Game? 
  2. This is a bit subjective, so I'll just offer my opinion.

    A good boss battle should offer the following things:

    Challenge

    This, in effect, is what separates a boss from a normal enemy. It has higher stats, and thus higher threat level. It hurts much more than normal enemies, takes longer to defeat, and should require careful thought to take down with minimal damage to your party.

    Uniqueness

    This refers to the boss's uncommon characteristics, relative to where they are in the game. While the "main villian" will always have the air of a boss around them, a boss may appear out of place in its area, or simply look very threatening. Telltale signs that alert the player it is no normal enemy, unless planned to surprise the player.

    In the scope of the fight itself, the boss may have abilities that aren't common to the area (poison from bees of the forest, for example) or simply ramped-up versions of such things. Further, abilities only they possess, which help to forge their identity.

    Reward

    Boss fights should reward the player much more than normal enemies, and generally based on their challenge. Decent challenge can perhaps have a valuable item and much gold, while ultra-hard bosses give things that are either much more valuable or can only be obtained by defeating them.

    These are just three things that came to mind.
  3. In my opinion, a good boss fight has several qualities:

    * Fair but Difficult Challenge.  Fighting a boss should be much more difficult than a normal enemy.  

    In my current work-in-progress, most of the random encounters don't do a lot of damage, but the bosses are the ones who can really threaten the party.    The random encounters mainly serve to soften the party up, grant modest XP and Gold rewards, and keep the player on his/her toes.

    On the other hand, even the most difficult boss should be a fair fight.  It's fully reasonable to say a party which isn't prepared (levels, equipment, skills and so on) will get squashed flat.  But, once the player knows how to bring the boss down, victory should NOT depend on the Random Number Gods smiling on the player. 

    * Requires Strategic Thinking.  Because the boss is much stronger, a good boss fight should require the player to really consider what moves to use rather than just pressing "Attack" and wait until victory.   Maybe that "useless" ability to Slow an opponent suddenly becomes a life saver, as it does in Final Fantasy IV.  Or maybe the fairly weak Special Attack which can bypass magic defense suddenly becomes the only way to hurt the boss.

    Or, maybe, those really powerful moves which require a lot of TP, and hence don't get used, suddenly become game changers late in the fight.

    * Unique Abilities.  I like it when bosses have abilities that normal enemies, up to that point, have NOT displayed.  For example:  Magnus in Chrono Trigger has an Elemental Barrier which makes him immune to all but one type of elemental magic.

    * Significant Rewards.  Since a boss fight is far more difficult than a normal battle, I expect a tough boss to give out rich rewards, especially in comparison to what the normal enemies give out.    Maybe that's the only way a player can get a unique weapon.

    * Plot significance.  A good boss must be important to the plot in some way.  I really hate the "Space Flea from Nowhere" trope which is when a boss has no plot relevance and just comes out of nowhere.  That being said, I think it's fair to have a boss's sole plot relevance be "Guarding something"   

    * Emotional Catharsis.  A really good boss fight is cathartic.  Maybe the PCs get a long-awaited revenge on a betrayer, or get to go all Mama Bear on a villain who just killed someone or something important.  A good example of this is Samus's final fight in Super Metroid after the Mother Brain kills the very large Metroid which saved Samus earlier.  When you see the Mother Brain kill that Metroid, the very next thing is you get the ultra-powerful Hyper Beam and get to wail on the Mother Brain.  
  4. Fear. If beating a boss gives me the same sense of accomplishment of say, curing cancer, then that is a good boss fight.
  5. Feldschlacht IV said:
    Fear. If beating a boss gives me the same sense of accomplishment of say, curing cancer, then that is a good boss fight.
    So simple. I love it :D


    It's not a complicated science. If at the end the single remaining party member is kneeling in critical HP while the boss preps that all-consuming flame breath, and swings their sword for one last desperate critical hit... and the screen flashes, and the boss disintegrates to nothingness... you as a designer have succeeded.


    It's all about the catharsis.
  6. Fitting Music
  7. Adding to that! :)

    Game developers nowadays should lose the habit of creating a "teleporting-nearly-bulletproof-yet-one-shot-killer-human-being" bosses. It was fun a few years ago, but since everybody is trying to be umm..."realistic" as possible, I think this era should end...

    If we are in a sci-fi shooter and you still want some traits to remain for the boss, GET A FRICKIN' MECH...okay, not a teleporting mech, but you know what I'm saying! :)
    Same applies to fantasy games...put the boss on a creature or make the antagonist control the creature...

    As for the other relevant points...I am not sure if it is the only way, but...it is not neccesary that the hero feels hatred towards the final boss...effective but it's too easy I think...

    Take Big Boss in MGS3! She wasn't the enemy of Naked Snake, she was portraied as a traitor and it was Snake's task to fight her. The player had to "grow up" to this task (like...no shown weakpoints, and the player HIM/HERSELF had to find the right method to counter-attack ingame). Unnecessary to say that the audio-visual representation should fit to this concept, since (in my opinion) a good story and/or characters should be the base of a good game, not the graphics. :)

    If a boss battle is filled with mixed feelings, we get something special at the end...not the sort of end like MGS3, because that slightly disgusted me...