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End Game: The Necessary Evil of Boss Fights

Posted by John Constantine

Warning! Danger! Other exclamations accompanied by loud noises and/or flashing lights on-screen! The boss fight is a staple of single and co-operative multiplayer game design, instances placed throughout a game to act as a final and extreme test of a player’s skill at a given game’s rule set. In his expert dissection of boss fight design over at Gamasutra, Nayan Ramachandran uses the metaphor of pedagogical structure to describe the roll of boss confrontations in gaming:

Games in which bosses appear have levels that are usually designed like a traditional class syllabus. If you were to liken the the length of a game’s level to a semester of studying, learning the game’s boundaries and mechanics and the flaws of the enemies it throws at you, then surely the boss is the final exam for the class.

Testing the skills you’ve learned on your journey to this powerful character, as well as the powers and weapons you’ve collected over time, the boss character is meant to be a milestone of achievement for the player. It offers structure where there might not be any. It is the personification of a climax.


Ramachandran predominantly uses examples and forms culled from action based gaming to examine the form but boss confrontations cross most game genres. The traditional Bowser-type waiting at the end of a platformer/action game level might be the first to come to mind but look at the ramped up AI of opponent vehicles in a racing game’s final grand prix or the increased speed of falling blocks in a twenty-level Tetris challenge.

In closed design, games that end (or “won”) as opposed to ongoing games with no discernible final goal, can games forego the boss type? Would a player gain satisfaction or joy from the game without a distinct, play-based climax? Even games that appear to forego a boss scenario, such as in Halo where levels end with not a single powerful, still conclude with more complex combat scenarios than those preceding it thus acting as a multi-part boss.

I’m not sure if games broadly can forego escalation. But there may be a home for boss-less design in narrative driven design. If the goal of the game is to tell a story as opposed to series of more elaborate or difficult challenges, there’s no need for play to embody climax.

We’ll need some better writers first.


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Comments

Alexi said:

The best example of a bossless ending I can think of would be KnyttStories, and I'm sure other exploration-based platformers could pull it off as well. If the difficulty of a game progresses slowly and steadily, the act of "winning" the game can be just as satisfying as beating a final boss.

What of games that seem to consist solely of boss fights, like Shadow of Colossus?  

June 18, 2008 4:10 PM

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about the blogger

John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia's prized possession is a certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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