The Art of Boss Design
Posted in Know the game on January 16th, 2012 by Mike Birkhead – 1 CommentBoss fights are the linch pin of your entire combat experience, possibly your entire game, as one bad experience is all it takes to bring your game to a screeching halt. Something so important, so integral, demands effort and attention to detail, but for the majority of projects they are relegated to the very end. Why?
I was recently posed a question: why are movie boss fights superior to game boss fights. The question was framed through the stance that movie fights are, in general, more visually (and I would add, emotionally) satisfying. Yet I am sure, at this very moment, you are conjuring up your favorite video game fights; and, chances are, you are well on your way to skipping this entire post in order to rail me with examples – just hold up. If I took the stance that all video game boss fights are bad, then that would be an untenable position, yet that is not what I am saying. What I’m saying is that movies are just so damn good; more importantly, they achieve their greatness with better consistency, which is what we want, isn’t it?
So, after much thought, I realized we had the wrong question, and the real question is thus: how do movie boss fights satisfy the audience with greater consistency than games? A difficult question, but one I think we can answer. The journey starts by learning what movies are trying to accomplish.

