Viser opslag med etiketten Boss fights. Vis alle opslag
Viser opslag med etiketten Boss fights. Vis alle opslag

mandag den 3. juni 2013

Kampen mod boss fights

Så er jeg rede med en mindre opdatering om min brave kamp for enten at forbedre eller helt fjerne boss fights i nutidens computerspil. Jeg sidder for tiden og spiller Resident Evil: Revelations, og jeg er helt betaget af spillet. Jeg har været en fan af serien siden det oprindelige spil og har været vidne til seriens stigende fokus på action. Skønt jeg ikke er så voldsom en modstander af den udvikling, savner jeg faktisk spillets følelse af horror. Det er derfor, at jeg kun er glad for at kunne sige, at Capcom vitterligt har formået at bringe følelsen af horror tilbage. Det er ganske enkelt fabelagtigt at være en del af. Men de fleste af spillets boss fights er imidlertid direkte skammelige, hvorfor jeg tog mig tid til at nedfælde en længere mail til Capcom.


Jeg har valgt at dele min mail til dem her, hvor du også kan læse med. Forhåbentligt er du enig i mit budskab, men det er selvfølgelig også rimeligt, hvis du ikke er. I mailen forsøger jeg at liste nogle enkle trin til at forbedre boss fights som et fænomen, hvor jeg naturligvis fokuserer på Revelations (ingen spoilere, i øvrigt). Jeg fortæller blandt andet, at man enten er nødsaget til at lave nogle forbedringer eller droppe boss fights helt og holdent. Du kan læse mere om det i selve mailen, men nu har jeg taget det første skridt, og det er Capcoms tur. Det bliver interessant at se, om de lytter til en misfornøjet og tvær gamer i lille Danmark! Og ja, du er nødt til at købe og spille spillet i dag, til trods for hvad jeg mener om dets boss fights, for det er virkelig et godt spil.


English version:

I've been against boss fights for quite some time. In fact, I hate most of them. Why? Because most of them are redundant, frustrating and not the slightest bit creative. Most developers seem to just throw in countless numbers of enemies in every boss fight. It feels like that the boss itself isn't the real challenge but rather it's to avoid and survive the endless hordes of goons and minions. I've had enough of these fights and now I'm spending a lot more time and energy in order to make the developers either drastically improve or remove boss fights entirely.


I've taken the first step today. I'm playing Resident Evil: Revelations and I absolutely love most of it. I've been a fan of the series since the first game and I've witnessed the rising focus on action. Although I'm not all that against the changes I do miss the horror aspect. But fear not because I can happily state, that Capcom has managed to bring back an actual sense of horror with Revelations. It's amazing to be a part of. But most of the game's boss fights are shamefully done which is why I decided to write a lengthy mail to Capcom.

I've decided to share the mail here with you and give you a chance to read it. Hopefully you'll agree with me but it's alright, of course, if you disagree. In the mail I try to explain a few, single steps to improve boss fights and I naturally use Revelations as my focus. Don't worry, though, because it contains no spoilers. I basically say that the developers either need to make some drastic improvements or give up on boss fights entirely. You can read more about it in the mail but I've taken the first step and now I await Capcom's reply. It will be interesting to see if they actually listen to a grumpy gamer from the small country of Denmark! Oh, and yes: you need to buy and play this game today despite how I feel about the boss fights because it is a very good game.



The mail:

Dear Capcom,

let me just say that I’m a huge fan of the Resident Evil franchise and I sincerely hope to see many more games in the franchise. However, I’ve been playing Resident Evil: Revelations on the consoles and I feel the need to express my feelings regarding your boss fights: they are poorly designed.
I’m not a fan of boss fights. In fact: I hate most of them. Why? Because they are a drag to get through and they often bring the entire experience to a crash. Revelations is an excellent game and the spirit of survival horror is found almost everywhere. But whenever I get to one of three of the game’s boss fights, that spirit is gone and replaced by utter frustration. The game maintains a perfect pace throughout but these boss fights obliterates it, and that’s a shame because it’s a good game. If you, and other developers, maintain that boss fights aren’t unneccessary ludological things of the past, then here’s what I believe that you need to do in order to improve them:

1. Creativity.
Most boss fights in modern games tend to have a rather simple boss. In order to counter this the game will throw in countless numbers of respawning enemies. This creates both tension and frustration. However, the sense of frustration overwhelms the tension due to it’s extremely cheap and lazy nature. These boss fights aren’t creative – they are annoying. Having a boss fight indicates fighting an actual boss; not the boss and countless more of his/her minions and goons. It is extremely frustrating to lose a boss fight simply because the player was overrun by what seems to be an endless amount of enemies. How did this become the standard in gaming? Who approved this design? You, the developers, can do so much more and better. To improve boss fights in this regard you need to drop the idea of throwing in numerous enemies on the screen and instead make the boss itself creative. If this can’t be done then don’t have a boss. It’s that simple, really. Let me give you an example: the first boss in Revelations is the comms officer and the game just throws in the enemies. They actually respawn when they’re killed. How is this even legal? To improve the comms officer sequence you need to remove the other enemies, or at least drastically limit the number of respawns so that the player can focus on the boss. You don’t make the boss fight easier by doing this, because you would focus on the boss’ abilities instead. Give the boss a few extra tricks up its sleeve and it would be fine.

2. Abilites.
Don’t create a boss that has ridiculous advantages over the player. In Revelations the player can perfom an evasive move – which doesn’t work all the time, by the way, adding to the frustration. Some of the bosses are fast and can attack before the player can do anything and that particular evasive move is useless when it doesn’t work consistently. When you create boss fights then make sure it’s an equal fight. Don’t give the boss insane advantages, like speed or AoE, when the player can basically do nothing to counter it. What you needed to have done was to give the player an evasive move that could be performed manually and not only in certain instances. You should have given the player a dash move, or something like that, that could be performed at any time. For instance, the Rachel boss fights. She can be insanely quick and land several cheap hits due to issues with the evasive move not working. This disadvantage is easily improved by not handicapping the player. Make the boss fights equal but give the boss a few, small creative advantages to maintain tension.

3. Boss patterns.
Boss fights are usually divided into obvious ludological steps. To give an example: in classic fights the boss will usually have three forms that the player need to vanquish. Boss fights regularly have a certain amount of steps that the player need to do or fight in order to beat the boss. This is obviosly something to prolong the fight and the tension, but it is also redundant and annoying. During each of these steps the player has to fight specific areas of the boss, like a heart conviently showing at certain points during the fight, etc. What you need to do is to make boss fights that contain seemless steps where the game doesn’t telegraph the actual changes in the fight. Or even better: don’t have these steps. The boss should always have certain points on his body that can be damaged to a higher degree by the player. For instance, the Norman boss fight: Norman teleports around the stage and slamming his claw into the ground (it’s extremely difficult to avoid taking damage from these slams due to the evasive move not functioning manually as it should) in the first step. He repeats the pattern in the second step but now feature a “second him”. This pattern continues where he gains something for each step. This was acceptable when developers didn’t have the technology to create more varied boss fights but today it is hopelessly redundant and unacceptable. You do have the technology to create seemless boss fights so please do it.

To sum it all up:

- have a single boss that uses creative means to combat the player.
- don’t flood the screen with countless enemies, or at least limit them drastically.
- make boss fights equal but give the boss a small edge to maintain tension.
- move far away from the idea of step-by-step boss fights.
- if the above can’t be done then reconsider having the boss because when done wrong it will potentially harm the game.

I sincerely believe that this is the way to improve these fights. As far as I know, more and more players are giving up on the idea of boss fights in their current form and are actually annoyed and frustrated by their presence. I hope that you at least are inspired by my mail to improve them and, once again, I hope to see many more games in the franchise. I also hope to see you fully return to the horror aspect of Resident Evil because it works wonders in Revelations and in Leon/Helena’s part of RE6.

Yours truly,

onsdag den 29. maj 2013

Boss fights - og hvorfor de skal dø.

Hvad er en boss fight? Ser du, boss fights er ganske almindelige i computerspil, og de har været en nærved iboende del af mediet siden de tidligste dage. Ideen med en boss fight er at give spilleren den endelige udfordring, hvor spilleren får sat sine evner alvorligt på prøve. Af denne årsag forekommer de derfor hovedsageligt ved afslutningen af en level eller en episode.

Boss fights er i reglen kreative og dynamiske. De individuelle bosser har evner og våben, som almindelige fjendetyper ikke har, og dette giver dem typisk den førnævnte dynamik og kreativitet. De har også flere HP (hit points) end standard fjender, hvilket gør dem i stand til at modtage seriøse mængder prygl. Generelt set er de egentlig bare nogle stærke bæster ude på ballade. Og tro mig endelig ret: De er skam også ude på at uddele røvfuld. I den ideelle boss fight er det bossen selv, der er udfordringen. General Raam (Gears of War) er et glimrende eksempel på en vanvittigt styg boss, som vitterligt vil sætte spillerens evner og tålmodighed på prøve. Raam kan med andre ord egenhændigt sikre, at spilleren bitterligt vil fortryde at nogensinde være blevet en gamer.


I dag ser det imidlertid anderledes ud. I moderne tider er det jo ikke bossen selv, som er selve udfordringen, er det vel? I ved muligvis allerede, hvor jeg vil hen med dette. Der er nemlig opstået en ny tilgang til boss fights, som jeg bestemt ikke er tilhænger af. Faktisk er jeg så stor en modstander af det fis, at jeg fremover vil dedikere særlige mængder energi på at bekæmpe denne udvikling. Hvad er det dog for en udvikling? Det er såmænd ideen om at have en boss, som er ledsaget og beskyttet af utallige fjender. Når jeg benytter mig af ordet "utallige", så mener jeg i virkeligheden "uendelige". Ser du, når spilleren krøller én af disse fjender, dukker der såmænd blot en ny op for at tage dens plads. Dette skaber en heftig omgang kaos, hvor spilleren bliver oversvømmet af fæle banditter, og i dette afsindige virvar af bras kan bossen jo snildt snige sig omkring spilleren og give smæk. Det bliver ikke mere billigt og/eller sølle end det.

Kære venner. Således er den moderne boss fight. Spilleren står over for én enkelt boss, som typisk ikke er særligt sexet eller interessant at kæmpe med. Hvad gør man, hvis ikke man har en interessant boss, som i sig selv kan være udfordringen? Det logiske svar er jo, at man ganske enkelt laver en ny boss. Man skaber en karakter, der benytter sig af kreative taktikker og våben, som giver spilleren en legitim udfordring. Men det gør man jo ikke, vel? Næh nej, man slukker bare hjernen og losser latterlige mængder af fjender ind på scenen, så spilleren både skal knalde bossen og hans/hendes uendelige lakajer. Lysten til at spille, og ikke mindst til at leve, flyver lige lukt ud af vinduet, når uinspirerede udviklere gang på gang udsletter alt kreativitet og dynamik.


Boss fights af denne kaliber er blandt de mest uinteressante, forudsigelige, urimelige, frustrerende (af de forkerte årsager), barnlige og uinspirerede sekvenser i nogen sammenhænge. Hver eneste gang jeg støder på en boss fight af denne type, mister jeg konsekvent lysten til at spille spillet. Jeg magter ikke den form for tåbelighed og uduelighed fra spiludviklere, der kommer til udtryk via den umådeligt kreative fattigdom, som de lystigt kaster sig ud i. Det bliver især en problematik i tider, hvor man skulle tro, at der var langt flere muligheder. Er det tidspres? Er det for at prale af, hvor mange fjender I kan have på scenen? Eller er det, og dette er nok det mest sandsynlige, at I ganske enkelt er løbet tør for kreative ideer? I så fald har jeg et godt råd til alle spiludviklere: Drop boss fights og lad dem hvile i fred.