For this week's Burning Questions, Kirk and Jason talk about one of the oldest traditions in video games: boss fights. Why do they exist? How do they reflect real life? Are they relics of a bygone era? What games shouldn't have had them at all?
My goodness! Those sure are some… Burning Questions.
Kirk: Why hello, Sir! Today we're going to talk about boss fights. And I don't mean arguments with Totilo.
Jason: Do you mean boss like the 50s slang? Really awesome fights?
Kirk: Yes. Actually, I just want to talk about that one fight scene in West Side Story. That was so boss.
Wait, no… I mean video game boss battles, Jason.
Jason: Oh. Boffo!
Kirk: Keen!
Jason: So: do you like video game boss battles?
Kirk: Well... I'd say that I, like many gamers, have complicated feelings about them. My relationship to video game bosses has changed over the years. As, I would imagine, has yours.
Jason: Oh, definitely. But, then again, games have changed the nature of boss battles over the years, too. For the most part, games used to treat boss battles like a reward for slogging through endless dungeons and levels. They'd be different, unique experiences that were fun and challenging to take down, in contrast to the rest of the game.
Kirk: It's funny you mention that they were different experiences—in an older JRPG, for example, the bosses weren't the same as the enemies you'd been fighting leading up to them. You view that as a strength, but in many modern games, the exact same thing feels like a weakness. Take, for example, the now-infamous bosses in Deus Ex: Human Revolution. The whole problem with them was that they didn't feel in tune with the rest of the gameplay; you couldn't beat them with stealth, for example.
Jason: Which I guess was kind of disorienting for most players. Probably because the bulk gameplay of Human Revolution is so smooth and satisfying that nobody wanted it to change that formula for boss fights and start acting like just another first-person shooter.
Kind of the opposite of the whole "boss fights as reward" idea. In Deus Ex, boss fights were punishment.
Kirk: And that's been true in so many recent games. Human Revolution, The Witcher 2, Uncharted 2, the final boss in Mass Effect 2... all of those games threw in a boss that changed the formula in a bad way.
Rather than feeling like it was a refreshing change of pace, I resented the game for it.
Jason: Do you think all of those games would have been better experiences without boss fights at all?
Kirk: In the case of Mass Effect 2 and Uncharted 2, yeah. Or at the very least, if they'd managed to craft final encounters that were more in line with the rest of the game. Mass Effect 3's climactic combat encounter was much more harrowing and enjoyable than its predecessor because it was just a really dialed-up version of the combat that had come before it. If Uncharted 2 had done something that involved platforming and shooting in an exciting and difficult way, it would've been much better than that stupid fight against whatsisname the war criminal.
These games stuck to a convention that didn't fit their gameplay. I'm curious about how that came to be. Why do you think we have boss battles in the first place? Why is this a tradition in games at all?
Jason: I think the idea of multiple staggering obstacles culminating in some massive climax is as integral to gaming as it is to any other media. In movies, it's that one big scene—you know the one, the part where the bad guy is about to marry the girl and the pastor asks "does anybody object?" just before our hero runs in and says "I do," then delivers an impassioned speech that steals all of our hearts.
Movies have climaxes. Games have boss fights.
Kirk: It's kind of a reflection of life too, isn't it? Life is a series of waypoints like that, of climactic encounters spaced out by more routine challenges.
Jason: Deep.
Kirk: Pardon me, I'm going to strum some chords in this dorm room.
[Plays the opening of "Blackbird," forgets the bridge.]
But when I look back at older boss battles, I see two different things. Many JRPGs use boss battles simply as a really stiff challenge that you have to overcome, but they're not directly tied to the gameplay leading up to it. The boss is just... really hard. JRPGs I've recently played like Chrono Trigger, or Final Fantasy VII or Persona 3 all have bosses whose powers are fairly arbitrary—they're just really difficult, and as long as you're at a certain level, you can proceed.
But other games use boss battles more like a final exam. Zelda is the best example of this—you learn a skill in the dungeon, and then you use that skill to beat the boss. Each one feels specifically designed to test you on what you've learned. Pencils down, students!
Jason: I guess that sort of plays into the difference between turn-based and action-centric RPGs. (And, yes, Zelda is an action-RPG. Deal with it.)
Kirk: Consider it dealt with.
Jason: When you think about bosses in a turn-based RPG, you think about enemies that are harder than average, maybe requiring you to level up or use a special elemental spell to take them down. But when you think about bosses in an action-RPG, you usually think of these massive, hulking creatures that have specific patterns and weaknesses that you have to really think about before taking them down. They're puzzles.
In current action-RPGs, the best boss fights are the ones that stick with that formula. Like, I remember specifically enjoying one fight in Deus Ex: Human Revolution because I found out that I could take him down in one shot by hanging out in a certain area behind a glass wall and waiting for him to leap over. That was a cool little puzzle, and it was satisfying to solve.
Kirk: Ha, even though that sounds more like an exploit than a puzzle solution.
Jason: Pft, it's only an exploit if the developer didn't intend to put it there!
Kirk: Ha no, of course - and I've done the same thing many times. I just fought the dragon Alduin for the first time in Skyrim and my horse got involved (as they do), which caused the dragon to bug out and get lodged on a rock at the top of the mountain. So, I spammed him with arrows until he went down. Seemed like fair play to me!
But as for what you're saying about bosses being puzzles: Really, a good boss encounter is a puzzle whether or not it's organically tied to the section of the game that's led up to it. Take "Natural Dancer," a super-difficult boss that I faced in Persona 3. The only way to beat it is to figure out its attack patterns, to pick the right party, and to combine your buffs and power-ups in a specific way to counteract its attacks. I died a lot of times, and it really did feel like a puzzle. That said, it didn't feel like an exam in the way that a Zelda boss does. I'm not really sure that one is better than the other; but they feel different.
But here's a question: does a "climactic encounter" necessarily have to be a "boss battle" as we've come to understand it?
Jason: Of course not. Look at Planescape: Torment, an experience generally regarded as one of the best stories in video game history. You can finish its final sequence in several ways, one of which is talking your enemy into killing himself. For all of the choices touted and promised by Bethesda and BioWare games, few have compared to the ones in Planescape. And that game was hella climactic.
Kirk: Yes! That is a fabulous example. And honestly, the conversational boss encounters in Human Revolution are other good examples of this. And, if we're looking at "other types" of boss battles, one could say that the exams in Persona 3 are boss battles of a sort. They quiz you on the things you learned in class, after all.
The idea that a game needs to drop a huge hitpoint-sponge into the game every so often feels lazy. That said, when I finally do beat a very difficult boss in Bayonetta or God of War, I feel a real catharsis. I look at the smoking wreckage of the boss and I think "Yes, I have made progress." It's a good feeling, even if the battle itself was maddening.
Jason: Well, some of the exams in Persona 3 aren't actually based on things you learned in class, if I remember correctly. I recall one test that asked me some nonsense about a tomb that I definitely had never learned before. Talk about a terrible boss fight.
Kirk: Ha! The exam equivalent of a cheap, brand-new type of attack.
Jason: Good thing I had Google.
Kirk: You googled the answers on a Persona exam? Jason, I am appalled.
Jason: Oh, so sorry. Remind me again where the Kitora Tomb is located?
Kirk: Uh... actually... I totally googled stuff in that game too.
Jason: See? Cheating feels good. So on the flip side, what about Shadow of the Colossus? I'm probably one of the few people on earth who didn't really care for that game, likely because it's all boss fights. Too many climaxes. Not enough to keep me engaged or interested in the world. Not enough people!
Kirk: That game really does have a completely different flow to it than most games. I think that's part of why people see it as a paradigm-shifting work. It shrugs off a lot of video game conventions; the action between boss encounters is one of them.
But look at a game like Journey, say—that game doesn't have any boss encounters either, but it does have a natural ebb and flow with a couple of incredibly cathartic climaxes. There are shades to this whole thing, it'd seem. It's those gaudy spikes—the Draugr in The Witcher 2, the invisible chick in Deus Ex—that feel out-of-place and weird.
Jason: There are Draugr in The Witcher 2? I thought you said it wasn't Skyrim.
Kirk: Well there's just the one. But it's more annoying than all of Skyrim's Draugrs combined.
Jason: So here's another question: Does a game feel incomplete when it ends without any sort of boss battle or significant hurdle?
Kirk: Sometimes, yeah. Take Brutal Legend, for example. It did have a boss battle of sorts, but it still felt weird and incomplete. But I do think there's a way to reach a climax without necessarily making us "swallow a Sephiroth," as it were.
(Wow, that sounded dirty! What is it about Sephiroth...)
Jason: I've had to swallow a few Sephiroths in my day.
Kirk: Haven't we all, Jason. Haven't. We. All.
Speaking of that: What would you say is the most memorable boss battle you've ever completed? And is that the same as the "best" boss battle?
Jason: Well, boss battles aren't only a good way to add climaxes to a game; they're also a good way to let you unleash your anger on somebody you hate.
A villain. Somebody who's been haunting you for ages, maybe even running around the world, just one step ahead of you for a solid 99% of the game.
Kirk: God of War style—just punch their eyeballs out and rip their head off.
Jason: Right. So the most memorable boss battle I've ever beaten is Suikoden II's Luca Blight. Luca is this nasty, 100% pure evil piece of work who has a penchant for forcing civilians to squeal like pigs before he takes off their heads. And when you finally find a way to beat him, you can barely even do it yourself. It takes you three—count'em—three entire battles with different six-person parties just to get him wounded. When you finally finish him off, he has some chilling words about how much it took you to bring him down. But when he's finally dead, it all feels worthwhile. It feels like you've just brought down a near-insurmountable force of evil.
From an emotional, narrative-centric perspective, that sort of experience is hard to beat.
Kirk: I've felt that way about the bosses in the Metal Gear games, too. In Metal Gear Solid 4, the members of the Beauty and Beast unit—none of the encounters were all that hard per se, but they were thematically fascinating in their variety, and haunting in how they each concluded. Particularly that snowy battle against Crying Wolf.
I didn't hate those women; rather, I felt empathy for them,, particularly after I defeated them and learned their story. Even as I was forced to put them out of their misery.
Jason: Yeah, all the Metal Gear Solid games had pretty neat boss fights. They all followed different patterns, too. Remember sniping down that old man in the wheelchair from Metal Gear Solid 3? I think his name was The End.
Kirk: Believe it or not, despite all the HD re-releases I have, I still haven't faced The End. But I know that's one of the Ultimate! Metal Gear! Boss Battles! of all time.
Jason: You had to use a sniper rifle to hunt him down in a gloomy forest. It was slow, excruciating, and awesome.
Kirk: Sounds very Metal Gear. That was what I liked about Crying Wolf in the fourth game—it was this slow, almost meditative process. And you spent most of the time snowblind, unable to see anything!
But here we are talking about good boss battles. What fun is that? What are some of the worst boss battles you've ever played?
Jason: That Metal Gear Solid 4 end fight against Liquid was pretty awful. But not the worst.
Kirk: Yeah, the MGS 4 fight against Vamp was also excruciating. In a bad way, not in a good The End way.
Jason: Hmmmmmmm… What about Bowser?
Kirk: Ha, which Bowser fight?
Jason: Super Mario Bros. All that work to get to him, and all you have to do is jump behind his tail.
Kirk: You don't think that the Mario games are all about the journey over the destination, though? I think that the way you describe the Bowser battle is kind of appropriate! "The princess is in another castle," and all that.
Jason: All games are about the journey over the destination.
Kirk: That, I believe, qualifies as a... Bold Statement.
Jason: If they're not, they're probably bad games, no?
Kirk: The truth within that generalization feels really appropriate to this topic, actually. The way they're usually designed, boss battles sort of ARE the destination. That's precisely why so many of them can feel awkward and out-of-place. They lie outside of the "journey" that makes up most of the rest of the game.
Jason: When they're incongruous, definitely. I think most boss fights can be defined by the categories we discussed, right?
You have your puzzles, your exams, and then your weird outliers. Puzzles and exams are great. Challenging, satisfying, structurally coherent. But the outliers just feel awkward.
Kirk: Sounds about right to me. Stupid outliers! Malcolm Gladwell should write his next book about boss fights.
Jason: Bosses that spend 10,000 hours just being boss.
Kirk: I'd read it. It'd be super boss.
This Wednesday edition of Kotaku's The Moneysaver catches all the offers, promotions and bargains that can't wait until the weekend. The Midweek Moneysaver is brought to you by Dealzon.
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Rumors continue to swirl about the next iterations of the PlayStation and Xbox consoles. With nearly nothing actively confirmed by either Sony or Microsoft, one of the most popular recurring threads is that the consoles will in some way block the owners' ability to play secondhand, used copies of physical games.
Players and consumers tend to decry the idea, pointing out the ways in which the availability of purchasing, trading, swapping, borrowing, and renting used games means they play and are exposed to titles and franchises they otherwise would never touch. Publishers tend to love the idea, because they only see revenue from the first sale of a physical copy, and they equate "no used sales" with "more new sales." A number of developers and publishers have spoken out this year about the ways in which they feel used games are harmful.
This week it's Patrick Bach, who is the interim CEO of DICE, the developer behind the Battlefield games. In an interview with CVG, he makes perhaps the most strained argument yet, explaining that the existence of used games on the market actively prevents the development of new and interesting IP:
So if you think that there are too few new IPs on the market, no one can take that risk if their game is at risk of being resold too many times. ... So on the positive side you could see more games being created because of this, and also more new IPs, because there'd be a bigger market for games that don't have for instance multiplayer. There could be awesome single player-only games, which you can't really do these days because people just pirate them, which is sad.
This comes on the heels of another comment trashing used games, from Crysis developer Crytek. Last week Crytek's head of creative development told CVG that it "would be absolutely awesome" for next-gen consoles to block used games, adding, "It's weird that [second-hand] is still allowed because it doesn't work like that in any other software industries, so it would be great if they could somehow fix that issue as well." However, he had to walk back his seeming honesty very shortly thereafter, claiming the statement "was not intended to be taken seriously."
Someone representing a major publisher claiming that the existence of secondhand console games is wrecking the creation of new games? It must be a day that ends in "y." Still, this is clearly territory that gamers and studios are going to be having conflicts over for quite some time.
DICE: Next-gen used games block 'can be a win and a loss' [CVG]
Sometimes console makers like to promise the world for their new gaming systems, making lofty claims about how awesome their launch lineups will be. Those claims are never true.
So it's nice to see Nintendo president Satoru Iwata spitting some truth at a recent Nintendo investor Q&A, saying that while the company has certainly learned from the lackluster launch of its 3DS handheld, he can't promise too much for the Wii U.
With these circumstances in mind, if I said that an overwhelmingly rich software lineup would be prepared from day one, it would be too much of a promise to make. On the other hand, we are making efforts so that we will be able to make several proposals even from the launch period that can eventually become evergreen titles for the Wii U. We have learned the lesson that we have to make that kind of preparation for the Wii U, or the Wii U will not gain enough momentum to expand its sales. We would like to share additional information at the E3 show in June this year.
Nintendo has already promised Mario and Pikmin entries at this year's E3, although we don't yet know if they're launch games.
Financial Results Briefing for the 72nd Fiscal Term Ended March 2012 - Q & A [Nintendo]
• Major League Baseball 2K12's preliminary round for its $1 Million Perfect Game Challenge is over, ending at midnight Pacific time on May 1. I'm told 2K Sports is still evaluating all of its data and verifying some late perfect games thrown, but it appears that the field of eight is set. You can see who they are here, but please note, these are not officially certified finalists. Still it appears "C. Bates" (DHG F1YB0Y21) has hung on for the No. 1 overall spot, throwing a gem with Danny Duffy of Kansas City against the Detroit Tigers on April 16.
A 2K Sports representative told me that the total number of attempts from the April 4 contest opening to April 30 is 942,895. Of these, more than 900 perfect games have been confirmed, a success rate of nine hundredths of one percent, but still astronomically larger than the rate of perfect games thrown to all of the major league baseball games played since 1876. Only 21 have been thrown in 136 years of baseball.
• Griffin Benger has won about $3 million playing online poker, but he's used to grinding away long hours in front of a computer screen. He's also "Flush_Entity," a former top-ranked professional Counter-Strike player. He explains the differences in the two pursuits in this interview with Poker Listings. "In poker, you don't have to be the best of the best to make money, whereas in Counter-Strike to win the money you had to beat all the best players in the world and be number one," he says.
• Finally, congratulations to Steve Noah, the chief at Operation Sports. Earlier this week he announced that he's quitting his day job in IT ... to devote all of his time to running one of sports video gaming's magnet sites and most developed independent communities. Again, it's no secret I check in on OS daily, and I know how much it means to Steve to have built this into a full-time gig.
Seriously, though it's not in this video, the announcer will call you "Gnarldog." Swear. If you gave Richmeister from Saturday Night Live a job calling the Saturday night dirt track races, it'd probably sound like this.
Dirt Showdown's demo is available now; the full game is coming from Codemasters on May 25. The soundtrack is turned all the way down to enhance the commentary but, as Chris Person tells me, "imagine him over the douchiest music ever."
Ratchman? Not Phil Mickelson or Vijay Singh or some other golfer? Well, no. None of those guys played against Woods in his youth, which forms about half of the "Legacy Challenge" in Tiger Woods PGA Tour 13, in which you recreate significant moments from more than just Woods' professional career. The game needed a foe in Woods' youth tournaments, and Scott Ratchman represents all the older kids Tiger defeated.
"Tiger mentioned in his interview with us that he was always one of the smallest kids competing against older competition on the weekends," said Christian Brandt, a member of the development team. "Tiger would always beat his competitors with his putting and short game skills, but would always get outdrove by the bigger/stronger kids. So we modeled Scott Ratchman after a "big kids" type character."
A week before the game released, I was playing the game for review and lost to Ratchman in our first duel. I vowed to kill that little bastard. On the off chance he was real—a childhood friend of Tiger's? who knows—I Googled "Scott Ratchman" (in quotes). I swear to you, only one result came up, a census listing from the 1890s, I think.
Now, you Google the name, and you get all sorts of invective thrown the way of Ratchman, a pasty-faced redhead with a perpetually severe expression. He does outdrive Woods, but has difficulty staying on the fairway and will miss a lot of putts.
But in match play, you have to go after him, because he'll still play close to par, and the opportunity to make birdie will be limited by young Tiger's lack of power. I think I got into a four-hole sudden death playoff with Ratchman on our first encounter. His resilience, I think, is what pisses people off.
And, well, his looks.
"My arch nemesis this week is Scott Ratchman and his stupid ginger Xbox golf skills," tweeted "Zaco" on April 3, a week after the game released.
This is deliberate, said Scott Gilbert. "I modeled Scott Ratchman, first thinking of a Bizarro Tiger," he told me, "then started to joke that he should be Scut Farkus," the redheaded, yellow-eyed, coonskin-capped junkyard bully from the cult flick A Christmas Story.
"Scott Ratchman had a similar sounding name, so it still tied in nicely to the character that inspired him," Gilbert said. And where did that name come from? Well, the guy who modeled him, and his bride-to-be. Ratchman takes Gilbert's first name, and Gilbert's fiancé supplies the second. Brandt said the two became engaged right around the time the character was being developed, so, why not name him for them both?
I dunno, maybe because in addition to giving up her maiden name, she's now giving it to a despised video game character? Sheesh. I sure hope Gilbert went to Jared!
Here's something I did not know, however: There are two Scott Ratchmans. There's the youth Ratchman everyone knows and hates. But at some point—and I drove myself crazy trying to get to it over the past three days—you unlock an older Ratchman, whom Gilbert says was modeled on Val Kilmer's "Iceman" from Top Gun.
"It seemed to fit the time period he would be used for and I like to imagine a similar cockiness as he tries to out maneuver Tiger's 'maverick' up to the pros," Gilbert said, "ultimately ceding the title of Top Young Golfer to Tiger in an inspiring story end moment."
That works. But Iceman and Scut aren't exactly twins, y'know.
"I also tried to give the glasses [that older Ratchman wears] a bit of a yellow reflection in keeping with 'yellow eyes' of Farkus," he added.
I asked the guys to make up a fake future for Ratchman. I offered that Ratchman actually did overcome his childhood humiliations to make the PGA Tour for one short season, with his best finish being 16th at the 1996 Greater Greensboro Open. Then he flamed out in Q school and was never heard from again.
Brandt wouldn't even give him that.
"I would think Ratchman to be one of the really good golfers on a small college team," Brandt said, "but when matched up against a Division I school he gets crushed. So, he's a guy that's always bragging that he is so great at golf, but never actually played against tough competition until Tiger came around."
"I also like to think he would end up as a course pro suffering from a horrible case of the yips brought on by his losses to Tiger," Brandt said, "He probably finds anyone he can at the bar, so he can tell them tales of his 'epic battles' with Tiger."
The people who are making the next Call of Duty will barely tell us anything about the new game's multiplayer. Oliver North won't, either.
But Mark Lamia, the head of the studio Treyarch that is making the game, says this in a press release heralding the new game today: "And in multiplayer, we're embracing all skill levels and play styles to give players more ways to engage."
That reads to me as Treyarch trying to make Black Ops II fun for all the ace players who will prestige the game on day one—and for those of us who don't have time to gain those kinds of skills.
Hopefully!
It's game day in Speak Up on Kotaku! Commenter David Green challenges us to distill our proudest gaming moments into one sentence (yes, we've spoiled his), while everyone else tries to guess what the game is. We'll let him explain.
You have one sentence to define sheer joy for your game of choice without giving away the title. Others get to guess the game then post their own moments of joy. I'll start with an easy one:
Artillery Shot on the flag carrier.