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Why do a lot of games tend to have a boss fight/s of some kind?

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Thread replies: 14
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Why do a lot of games tend to have a boss fight/s of some kind? Are boss fights a must have for genres like platformer, action, shooter?
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because evil bad guys have a hierarchy of bad guys that lead up to a boss
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If it's not a battle, where's the fun?
If it's not fun, why bother?
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>>383672009
It makes for a good climactic moment to cap a level/area with, rather than it just kind of ending.
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Mostly due to game developers being hacks.
Undertale doesn't really have any boss battles per se, the real 'boss' battle is with you, the player and a test of your morality and conciousness.
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Because boss fights are awesome and super fun.
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https://en.m.wikipedia.org/wiki/Climax_(narrative)
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games (especially now) take all their cues from movies. And movies almost always have to end on some high note of tension and action. In games you do that either with bosses or with scripted QTE bullshit
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>>383672230
3/10 some people will fall for it
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146KB, 940x1180px
>>383672549
I am undyne in this picture and you are alphys.
shrugs...
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>>383672009
Why do a lot of games have heros? Wtf is even the point
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Boss fights are a test of the mechanics you've learned so far, and serve a narrative purpose too.

>>383672341
>And movies almost always have to end on some high note of tension and action.
The climax of a story has existed since before humanity invented writing. Hollywood didn't invent everything, you dumbass.
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>>383672009
They give players a good sense of closure and a final test for them to use their skills learned previously in the game.
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>>383672009
As some have already started, they serve as a grand climax to a section of a game. The point behind this is usually to give some greater sense of satisfaction or closure to players and act as a mark of progression of sorts instead of just ending the section with little to no fanfare. Another purpose to boss battles is to test players on their abilities and knowledge of the game's mechanics so far by implementing one or many of those mechanics in tandem to defeat the boss, however, this mindset has begun to fall by the wayside in modern game design as many developers either make their bosses into QTEfests, change the rules of the game completely specifically for the fight (like if a boss fight were to switch to an entirely different genre than the rest of the game or just has you doing something that is used nowhere else in the game), or they will just make them overly simplified and never utilize more than the base mechanics. This makes most modern boss implementation feel arbitrarily tacked on and unsatisfying.
Thread posts: 14
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