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Level Up.pdf

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320 LEVEL 11 They All Want You Dead<br />

The first villain was the arch henchman; the physical adversary. A muscle ­<br />

bound goon that would beat the tar out of Bond until he turned the tables<br />

with one of his spy gadgets or a deftly executed judo move to throw the<br />

goon into a pool of piranhas. Physical adversaries in the Bond films are the<br />

classic henchmen like Jaws, Tee Hee, and OddJob. In video games, these<br />

characters are monstrously large, freakishly hideous, and very heavily<br />

armed.<br />

The second villain type is the mastermind; the mental adversary. These<br />

villains are fought at the film ’ s climax. Usually mastermind intelligence leaves<br />

the hero at a disadvantage and against overwhelming odds. In video<br />

games, this is when the boss gets into their robotic suit to blast away at the<br />

hero or forces the player to solve an environmental puzzle that, when<br />

solved, brings the cackling villain to his knees.<br />

Even though the mastermind has been defeated, there is still one more<br />

“ villain ” to defeat: the global threat. This isn ’ t a person so much as a threat<br />

to the hero ’ s world. This can be the timer on Goldfinger ’ s nuclear bomb,<br />

Hugo Drax ’ s deadly spore bombs, or SPECTRE ’ s space - capsule - eating<br />

rocket.<br />

Some questions to consider when designing bosses:<br />

• What makes the boss a worthy adversary? Most bosses have the upper<br />

hand on the player in size, strength, firepower, and defenses — make<br />

sure the player knows they are in trouble even before the fight begins.<br />

• What does the boss represent to the hero? In many games and movies,<br />

the villain is merely an obstacle to the hero gaining true love (rescuing<br />

the princess) or a threat to peace. But don ’ t be content with those<br />

tropes. Villains can represent the inner demons of the hero; in Return of<br />

the Jedi, Luke Skywalker must reject the dark side and become like his

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