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Level Up.pdf

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Why Not to Create the World’s Greatest Boss Battle 327<br />

(chasing each other?), on top of vehicles (like the moving train in Uncharted<br />

2: Among Thieves or hopping from car to car as in Wet), or while piloting<br />

vehicles? (Maybe they are vehicles!) Just be careful as scrolling boss fights<br />

require as much work, if not more than a full level.<br />

Another variation is the puzzle boss: a boss that is actually invulnerable<br />

and cannot be defeated by a direct assault by the player. Instead of<br />

fighting, the player has to survive the boss ’ attacks long enough to use<br />

objects in the level that will defeat it. Spidey can ’ t actually hurt the Rhino<br />

boss in Spider- Man 2 (Activision, 2004) but if Spidey can trick the Rhino into<br />

smashing into electrified machinery, he can defeat him. The most obvious<br />

(and hilarious) example of a puzzle boss is in You Have To Burn The Rope<br />

( http://www.youhavetoburntherope.net ) where the Grinning Colossus can<br />

only be defeated by … well, I ’ ll let you guess how to beat this one 20 .<br />

Why Not to Create the World ’ s Greatest<br />

Boss Battle<br />

Some designers believe that boss fights are too “ old school ” ; that they grind<br />

game progression to a halt; that the time and effort to create bosses with<br />

their non - reusable artwork, hard - coded behaviors, and unique animations<br />

just isn ’ t worth the production cost. They create a skill gateway; whenever<br />

someone has told me that they ’ ve quit playing a game, it was usually<br />

because a boss was too hard.<br />

An alternative to these problems can be found in turning the boss fight on<br />

its head. Instead of making it about a big creature, make it about big drama.<br />

20 Spoiler alert: you have to burn the rope.

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