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Without Bosses, many games could have their highest peaks scaled in many hours fewer than was expected. Bosses provide a hefty obstacle, and in many cases, one that refuses to be passed until it's opponent has wasted 99 lives trying to destroy it, and many controllers after being smashed off the walls and the ground in the process. Bosses add more flavour and excitement to games, and without Bosses, I'm pretty sure gaming would be much more of a chore rather than a fun-packed adventure.
As far as I can remember, Bosses have always existed. Back in the days of Asteroids on the PC, Bosses popped up from the most unlikely places, proving themselves as hard opposition for the casual gamer, who would jump up from their relaxed slumber, ready to be put to work by some of the most testing Bosses around, desperately trying not to give in to the creature, simply due to the fact that they'd have to start the level all over again. The surprise element is one that I feel should be put to better use when concerning Gaming Bosses. Ok, so walking through a door and walking straight into the battle chamber of a Boss doesn't nescessarily have anything wrong with it, but I think, more for the excitment value, Bosses should suddenly pop out from behind large objects hidden in darkness, and not just suddenly be standing before you, in a predictable situation. The surprise element could be put to very good use, if it was actually put to use at all.
Over the years, Bosses have rapidly grown in size, doubled in speed and had their agility propelled to astronomical heights, all just to make gaming harder and more action-packed. Effortless gaming is now a thing of the past, due to the introduction of Bosses bigger than the screen and with more agility than your regular Maurice Greene. Some Bosses though, despite being able to boast tremendous speed and agility, are still easily outpaced by the character controlled by the gamer, for some reason. This is a baffling fact to do with Bosses, and one that needs sorted out soon. If Bosses are going to be able to have large amounts of speed, despite their size, at least show that they do. Still, Bosses that were faster than the controlable character would certainly raise some eyebrows, and would also certainly get gamers more infuriated, but isn't that what developers like to see?
Fatman from Metal Gear Solid 2 is a perfect example of a large, hard and agile Boss. Ok, so maybe this is due to the fact that he supports roller blades, but still, at least it allows him to be quicker and more of a challenge overall. There are many other Bosses that are testing, proving to be both fast and destructive. These kinds of Bosses are the ones that we like more and want to experience more of, simply because they make gaming a much more intensifying affair on the whole.
"It's only a game..." you can try telling yourself as you walk into the lair of a Boss, but just then your palms begin to sweat, your eyes widen and you grip the controller more tightly, waiting for the fierce impact of the Boss to hit you. What I'm saying here is that Bosses that are 'hyped up' can can add more of a 'Fear Factor' to a game in general, which can really have a positive effect on your gaming. "Expect the un-expected" is a phrase that can be used when concerning Gaming Bosses.
Bosses are hated, but when we defeat them eventually, we always question ourselves. "Why did I find that so hard? Why did I throw my controller at the wall multiple times, damaging my 'A' button? Why were my fists shaking with un-controllable rage after being defeated for the 5th time straight?" etc. Suddenly we're saying that it wasn't such an overwhelming affair after all. This is something that I in particular have always found confusing, and I can't say I can think of a way to describe the rest of this. I'm sure many more of you are like me, and don't have a clue why Bosses suddenly change from 'Impossible' to 'Easy' in the space of a few minutes. It's all so confusing.
To sum this topic up in a simple sentence: Bosses are a vital feature of gaming that can determine whether a game includes that required factor of excitement. There, I've finished, now off you trot to attempt Ganondorf just one more time, and this time, keep in mind that it can be done, and remember not to get too stressed out... after all, it's only a game in the end.
Thanks very much for reading,
AJ.
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I'm sure you've noticed that I find Fatman a great Boss too, as I think his speed and agility is a nice little feature for such a fat Boss to have. Metal Gear Solid 2 has some other top Bosses, but Fatman is the one I found most enjoyable to battle.
Nice post AJ
I always find that bosses are a bit of light relief after solving endless puzzles. Also it makes you think you're skillful, because it's easy to do a puzzle if you're told how to do it, but bosses are different.
GAD contender!
In my game the boss would be a large cabber tossing scots man called Hamish with ginger locks and who eats porridge. Of course he would be mutated and throw large cabbers at you. Makes sense. :-)
Without Bosses, many games could have their highest peaks scaled in many hours fewer than was expected. Bosses provide a hefty obstacle, and in many cases, one that refuses to be passed until it's opponent has wasted 99 lives trying to destroy it, and many controllers after being smashed off the walls and the ground in the process. Bosses add more flavour and excitement to games, and without Bosses, I'm pretty sure gaming would be much more of a chore rather than a fun-packed adventure.
As far as I can remember, Bosses have always existed. Back in the days of Asteroids on the PC, Bosses popped up from the most unlikely places, proving themselves as hard opposition for the casual gamer, who would jump up from their relaxed slumber, ready to be put to work by some of the most testing Bosses around, desperately trying not to give in to the creature, simply due to the fact that they'd have to start the level all over again. The surprise element is one that I feel should be put to better use when concerning Gaming Bosses. Ok, so walking through a door and walking straight into the battle chamber of a Boss doesn't nescessarily have anything wrong with it, but I think, more for the excitment value, Bosses should suddenly pop out from behind large objects hidden in darkness, and not just suddenly be standing before you, in a predictable situation. The surprise element could be put to very good use, if it was actually put to use at all.
Over the years, Bosses have rapidly grown in size, doubled in speed and had their agility propelled to astronomical heights, all just to make gaming harder and more action-packed. Effortless gaming is now a thing of the past, due to the introduction of Bosses bigger than the screen and with more agility than your regular Maurice Greene. Some Bosses though, despite being able to boast tremendous speed and agility, are still easily outpaced by the character controlled by the gamer, for some reason. This is a baffling fact to do with Bosses, and one that needs sorted out soon. If Bosses are going to be able to have large amounts of speed, despite their size, at least show that they do. Still, Bosses that were faster than the controlable character would certainly raise some eyebrows, and would also certainly get gamers more infuriated, but isn't that what developers like to see?
Fatman from Metal Gear Solid 2 is a perfect example of a large, hard and agile Boss. Ok, so maybe this is due to the fact that he supports roller blades, but still, at least it allows him to be quicker and more of a challenge overall. There are many other Bosses that are testing, proving to be both fast and destructive. These kinds of Bosses are the ones that we like more and want to experience more of, simply because they make gaming a much more intensifying affair on the whole.
"It's only a game..." you can try telling yourself as you walk into the lair of a Boss, but just then your palms begin to sweat, your eyes widen and you grip the controller more tightly, waiting for the fierce impact of the Boss to hit you. What I'm saying here is that Bosses that are 'hyped up' can can add more of a 'Fear Factor' to a game in general, which can really have a positive effect on your gaming. "Expect the un-expected" is a phrase that can be used when concerning Gaming Bosses.
Bosses are hated, but when we defeat them eventually, we always question ourselves. "Why did I find that so hard? Why did I throw my controller at the wall multiple times, damaging my 'A' button? Why were my fists shaking with un-controllable rage after being defeated for the 5th time straight?" etc. Suddenly we're saying that it wasn't such an overwhelming affair after all. This is something that I in particular have always found confusing, and I can't say I can think of a way to describe the rest of this. I'm sure many more of you are like me, and don't have a clue why Bosses suddenly change from 'Impossible' to 'Easy' in the space of a few minutes. It's all so confusing.
To sum this topic up in a simple sentence: Bosses are a vital feature of gaming that can determine whether a game includes that required factor of excitement. There, I've finished, now off you trot to attempt Ganondorf just one more time, and this time, keep in mind that it can be done, and remember not to get too stressed out... after all, it's only a game in the end.
Thanks very much for reading,
AJ.