Mr. Pachunga Chung said:don't forget the climatic elevator fight!![]()
you do fight some of the bosses again in the last stage thoughReilly said:Does God Hand have a boss montage? I don't recall it having one.
There IS a point to it (not that it's always the best idea, or always done well, but it does add something to the game).
It's a good mechanic to show how far the character has come and make players feel accomplished... All those bosses were so hard the first time, but now you can take on all of them in rapid succession easily. In theory. Some games the boss gauntlet is so challenging that players don't get that accomplished feeling at all.
I also look at it a bit like the curtain call. All the bosses come out for their final bow (and then you asplode them).
Attack You said:I came in here just to shake my fist at Capcom as a whole for this. Now, if you want to start some shit, MAKE US FIGHT ALL PREVIOUS BOSSES AT THE SAME TIME.
Teasel said:you do fight some of the bosses again in the last stage though
the gorilla for example only he now comes with a tiger mask
Station42 said:no answers, all i can think of are other questions to the discussion:
don't you think this could depends on the meaning of it's function? i mean, is the boss there because the game need some fresh air spaces to brake a repetitive gameplay? because it will give us different abilities after the fight to continue on the game? or because the gameplay need you to "boost lvl up"? maybe just because the storyline needs some really bad guy here and there? is a Metal Slug conceivable without end lvl bosses? a Metal Gear? a God of War? an RPG or the classic Zelda adventure?
are there cases of gameplay that deserve bosses? or is just, as sp0rsk sad, because "back then it was an original idea"? and now, we're still stuck on it?
a side from this, repetitive bosses just get me super, super bored, not talking when they become almost normal enemies in some games, right after the beaten lvl.
It really isn'tEteric Rice said:Twilight Princess when you fight Zant.
Well, no, that's something completely different, actually...
Richelieu said:Didn't you have to fight the Lich, Kary, Kraken, and Tiamat before fighting Chaos (who was actually also a previous boss- Garland) in Final Fantasy I and a similar setup in Final Fantasy IX (which was an homage to #1 anyway). That was the best reason to have a user of the EXIT spell ever.
edit: Doh! I watch a few minutes of the Simpsons and someone beats me to it. Kinda.
Scopebob Sniperpants said:Interesting argument.
I'd say that the "boss" is not simply there because it breaks up the gameplay. But rather it's a device to honor the player with two things. A sense of accomplishment and a moment of reflection. Obviously, the story has progressed like a book; New abilities, moves or powers have been introduced; and the break is required to allow the gamer enough time to absorb the game in segments. After all, it's easiest to put a book down after you finished a chapter. You may then reflect on the book as a whole or just the chapter you previously read. So, I guess it also promotes anticipation, speculation and an overall opinion on the game up to that point.
I'm going to have to think about this more. What do chapters and boss battles do to the end user throughout the gaming experience? Animal Crossing and Big Brain Academy request that the gamers play in small bursts. Could this be applied to a game like Viewtiful Joe? One level, one day. Would this even be accepted among gamers? I don't know. It's interesting though.
Actually, my fellow fiend, that's not the one I stole from you. The one I stole from you has the victim's screaming face, and rest assured, it will be used in due time. That gif is me old avatar, used approximately 57 times in the NiGHTS thread.pilonv1 said:OMG YOU THIEF YOU STOLE THAT FROM ME!And I stole it from someone I don't remember at another board. It's still awesome
Scopebob Sniperpants said:Interesting argument.
I'd say that the "boss" is not simply there because it breaks up the gameplay. But rather it's a device to honor the player with two things. A sense of accomplishment and a moment of reflection. Obviously, the story has progressed like a book; New abilities, moves or powers have been introduced; and the break is required to allow the gamer enough time to absorb the game in segments. After all, it's easiest to put a book down after you finished a chapter. You may then reflect on the book as a whole or just the chapter you previously read. So, I guess it also promotes anticipation, speculation and an overall opinion on the game up to that point.
I'm going to have to think about this more. What do chapters and boss battles do to the end user throughout the gaming experience? Animal Crossing and Big Brain Academy request that the gamers play in small bursts. Could this be applied to a game like Viewtiful Joe? One level, one day. Would this even be accepted among gamers? I don't know. It's interesting though.
Err no, the last boss in Mega Man 2's pattern is extremely basic and easy to avoid. You sure you're not thinking of another game?JzeroT1437 said:The last boss fight in that game was completely luck-based. When I beat it, I think I had a single bar of health that you couldn't actually see due to crappy compression on my tiny tv. I remember throwing the controller down in angry joy.
Yeah, it was just a figure-eight pattern with shots fired at the upper and lower apex if I remember right. Easy peasy.nincompoop said:Err no, the last boss in Mega Man 2's pattern is extremely basic and easy to avoid. You sure you're not thinking of another game?
Scopebob Sniperpants said:Video games should theoreticaly evolve into a more abstract form of storytelling. I hope this comment doesn't set a bunch of people off; but we are primarily playing childrens books right now (Please don't list a bunch of crazy games that have excellent storylines. There's clearly a difference between Battlestar Galactica and the Sopranos in terms of story/character complexity). As designers and writers become more proficient and experienced with this medium, will they be able to tell more compelling and deeply rich stories? Or will they be chained to this game mechanic due to gamers' depenence on the existing game formula?
[EDIT: And who am I talking to here? I think everyone jumped this thread. heh. Anyone feel free to msg me if they want to talk some about game design. I'm studying it at the moment for no particular reason.]
BobJustBob said:Games aren't books and they aren't movies. As the medium evolves gamers and developers will outgrow the need to use stories, like a child learning to ride a bike outgrows the training wheels.
Attack You said:I came in here just to shake my fist at Capcom as a whole for this. Now, if you want to start some shit, MAKE US FIGHT ALL PREVIOUS BOSSES AT THE SAME TIME.
Brobzoid said:mister op, I have never played the gauntlet the game, I never suggested it as part of your query - my credibility is dying D: