quality and quantity of bosses
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- What the...???
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quality and quantity of bosses
if this kind of topic isn't allowed please lock this thread.
it's me agian. I'm just starting this topic to see what everones preferances are when it comes to boss battles. I don't hear people talk about this very much so i wanted to give it a fair shot.
several questions.
1. do you like lots, mild, or few bosses in a game. Ex: 35, 20, or 9
2. do you like bosses very hard, hard, normal, easy, very easy.
3. do you like boss battles very long, long, medium, short, or very short. (boss HP)
4. do you like bosses very strong, strong, mild, weak, very weak. (boss attack power)
my ideal game: few, hard, very long, and mild streangth bosses.
Reason: i like battles to be epic. when there are to many bosses they lose originality. i enjoy a good challange but nothing rediculase that makes the gameplay to patteren orianted. i whant a battle that will last wile so i can enjoy it tremendiously. and finaly i like the chance of dying to be mild. i want a more tricky and skill based enemy then one you have to concure with brute force.
thanks for putting up with my stupid topic.
later everyone.
it's me agian. I'm just starting this topic to see what everones preferances are when it comes to boss battles. I don't hear people talk about this very much so i wanted to give it a fair shot.
several questions.
1. do you like lots, mild, or few bosses in a game. Ex: 35, 20, or 9
2. do you like bosses very hard, hard, normal, easy, very easy.
3. do you like boss battles very long, long, medium, short, or very short. (boss HP)
4. do you like bosses very strong, strong, mild, weak, very weak. (boss attack power)
my ideal game: few, hard, very long, and mild streangth bosses.
Reason: i like battles to be epic. when there are to many bosses they lose originality. i enjoy a good challange but nothing rediculase that makes the gameplay to patteren orianted. i whant a battle that will last wile so i can enjoy it tremendiously. and finaly i like the chance of dying to be mild. i want a more tricky and skill based enemy then one you have to concure with brute force.
thanks for putting up with my stupid topic.
later everyone.
- StrappingYoungLad
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- hawthorneluke
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well if a game is good and so are the bosses, a ton of amazing bosses would be great of course
and i'd like them to be as challenging as can be within reason, but if its just doing the same thing over and over for a long time, then i dont really want that, nor do i want to spend ages trying to kill it and then die and have to do it all over again and die again etc >_<
so as long as they're a good challenge which i can handle (pretty much anything, but this does depend on if im underleveled in an rpg though, as levels in an rpg isn't really how skillful the player is though :/ but as long as i realise i need to get more levels, thats fine, but if its too late, its very annoying >_<) and are of great quality and last a good long time (like how the last boss on twilight princess had pretty much everything i wanted and lasted a good length of time thanks to all its stages)
then that sounds good to me
and i'd like them to be as challenging as can be within reason, but if its just doing the same thing over and over for a long time, then i dont really want that, nor do i want to spend ages trying to kill it and then die and have to do it all over again and die again etc >_<
so as long as they're a good challenge which i can handle (pretty much anything, but this does depend on if im underleveled in an rpg though, as levels in an rpg isn't really how skillful the player is though :/ but as long as i realise i need to get more levels, thats fine, but if its too late, its very annoying >_<) and are of great quality and last a good long time (like how the last boss on twilight princess had pretty much everything i wanted and lasted a good length of time thanks to all its stages)
then that sounds good to me

- LegendaryDarkKnight
- Mediocre Madness
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1. do you like lots, mild, or few bosses in a game. Ex: 35, 20, or 9
Like 10
2. do you like bosses very hard, hard, normal, easy, very easy.
progresses through the game. First easy then like impossible.
3. do you like boss battles very long, long, medium, short, or very short. (boss HP)
Very long
4. do you like bosses very strong, strong, mild, weak, very weak. (boss attack power)
very strong
Like 10
2. do you like bosses very hard, hard, normal, easy, very easy.
progresses through the game. First easy then like impossible.
3. do you like boss battles very long, long, medium, short, or very short. (boss HP)
Very long
4. do you like bosses very strong, strong, mild, weak, very weak. (boss attack power)
very strong
1. Around 15 or so is good for me
2. Normal to hardish. If the boss if too easy then I get bored but if it's too hard then I get a little mad.
3. Long. Boss battles are funner if it's longer.
4. Strong. A strong boss makes it so you don't just choose attack over and over again. DQVIII is a good example of harder bosses. They aren't very hard but they keep you on your toes.
2. Normal to hardish. If the boss if too easy then I get bored but if it's too hard then I get a little mad.
3. Long. Boss battles are funner if it's longer.
4. Strong. A strong boss makes it so you don't just choose attack over and over again. DQVIII is a good example of harder bosses. They aren't very hard but they keep you on your toes.
- Avatar Skeith
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1. Excluding minibosses, real boss fights should be relative to the storyline and only take place when something important is going on. Prime example- in GU, there are field bosses, but the storyline bosses are few and fairly diffcult if you don't pay attention.
2. Real bosses need a challenge to them. A challenge where you appreciate the power and magnificence of the boss rather than, say, killing it with a hookshot puzzle. Not that I'm naming names or anything.
3. Bosses need to be long, but fun at the same time. A few twists here and there that change the playing field can hold interest while the length makes you realize it's not just a super powered normal enemy, that it's a force to be reckoned with. Though nothing should be as long as the fight with Mutoid Man in Smash TV.
4. A boss should be very strong. To the point where you need skills and wits to beat it. If the attack power is low, then it needs a different feature, like the ablility to ensnare you while the cavern is collapsing around you or something. If you get hit by the boss and go "Whoa, that was rough. Maybe that strategy didn't work...", then the boss fits what I mean.
My ideal boss takes a long time to fight, but has ways of changing the fight to keep you interested. It has to be strong and hard to kill, so you really get a feel for the power and majesty of something worthy of being called a boss fight. It has to test all the skills you've learned to that point, and then push you a little harder and make you think. Waltzing up to a dragon and hitting it with a sword wouldn't be the best thing to do, for example, since a dragon would tear you a new hole. You have to think of ways to exploit it's weakness, even if it's subtle, in order to gain the upper hand against something powerful enough to put a castle of seasoned knights in danger, you know? Boss fights should be like fighting something with little chance of winning- but cunning, guts and courage can turn the tide of battle.
2. Real bosses need a challenge to them. A challenge where you appreciate the power and magnificence of the boss rather than, say, killing it with a hookshot puzzle. Not that I'm naming names or anything.
3. Bosses need to be long, but fun at the same time. A few twists here and there that change the playing field can hold interest while the length makes you realize it's not just a super powered normal enemy, that it's a force to be reckoned with. Though nothing should be as long as the fight with Mutoid Man in Smash TV.
4. A boss should be very strong. To the point where you need skills and wits to beat it. If the attack power is low, then it needs a different feature, like the ablility to ensnare you while the cavern is collapsing around you or something. If you get hit by the boss and go "Whoa, that was rough. Maybe that strategy didn't work...", then the boss fits what I mean.
My ideal boss takes a long time to fight, but has ways of changing the fight to keep you interested. It has to be strong and hard to kill, so you really get a feel for the power and majesty of something worthy of being called a boss fight. It has to test all the skills you've learned to that point, and then push you a little harder and make you think. Waltzing up to a dragon and hitting it with a sword wouldn't be the best thing to do, for example, since a dragon would tear you a new hole. You have to think of ways to exploit it's weakness, even if it's subtle, in order to gain the upper hand against something powerful enough to put a castle of seasoned knights in danger, you know? Boss fights should be like fighting something with little chance of winning- but cunning, guts and courage can turn the tide of battle.
- lukan
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I don't care how many Bosses there are in a game. I actually prefer any number as long as:
-they last (10 mins+ please!)
-they're memorable(wanna brag to friends)
-best kind make me wanna make a save right before it to fight it again and again!! (Gaurdian Wyrm from FFX)
-I gotta plan in some ways to beat it(button smashing is fun only against regualar monsters or 10,000+ armies
)
^_^
Toszi
-they last (10 mins+ please!)
-they're memorable(wanna brag to friends)
-best kind make me wanna make a save right before it to fight it again and again!! (Gaurdian Wyrm from FFX)
-I gotta plan in some ways to beat it(button smashing is fun only against regualar monsters or 10,000+ armies

^_^
Toszi
- What the...???
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another thing i didn't elaborate to much on was that i like bosses very unique. "castlevania: lament of innocents" is a good example of this. all the bosses have completely different attacks and are uniqe in there own way. the reason i like that is becuse the diverse figting makes it feel like a boss battle and not an enemy battle. things like the tales of serise and final fantasy serise have just a setup of attacks that multiple bosses can weild. to me that somwhat makes the boss battle feel no different than a regular enemy battle. this is also another reason i like fewer bosses. the more there are the easyer to forget they are. i've memorized the 13 bosses in castlevania LoI, weras as some other games i can't tell the difference between bosses.
that's another thing i forgot. very long battle with many different changes in boss patterens.has ways of changing the fight to keep you interested.
- Black_Haze
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Rengoku 2 had awesome boss battles, I think. Each was unique, with different attacks and defenses (ex: one guy would just rush at you and start cutting you up, while another kept his distance and fired tons of lazers, while another would teleport next to you and attack then jump away, giving you no chance to counter attack). They were tough to the point that if you just viewed them as just a buffed up enemy, you're screwed, and even still it may take more than one attempt. I got to enjoy the battles, some of them taking quite a while to beat. And best of all, they got my heart pounding. I love the rush of the boss battle!!!
Of course, no game has gotten my heart pounding faster than "Trauma Center: Second Opinion". Forget a sword, give me a scalpel any day!
Of course, no game has gotten my heart pounding faster than "Trauma Center: Second Opinion". Forget a sword, give me a scalpel any day!
- SnowManZero
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Re: quality and quantity of bosses
several questions.
1. 35
2. very har
3.
long,
4. mild
1. 35
2. very har
3.
long,
4. mild