DEVELOPMENT INFO
Genre: Isometric Arcade Shooter Engine: Unreal 3 (UDK) Development Time: 18 weeks (Thesis and Artifact combined) |
RESPONSIBILITIES
Role: Author, Designer - Authored thesis paper and LDD - Created boss-enemy play space - Created intro, mid-point, and final cutscenes - Designed boss-enemy AI - Designed Kismet-based boss control system - Modified lead-up level to incorporate boss - Set up and proctored thesis test |
LEVEL DESIGN DOC
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Thesis Description
Boss encounters are a staple of the video game industry. Ever since the first video game boss encounter, designers have been adding bosses to add tension and resolution their end game. These encounters often become memorable talking points about the game; the game industry refers to these as water cooler moments, or wow-moments. When well done, boss encounters can help create a franchise. The success of the Mega Man games in the 1980’s and 1990’s is a perfect example of how good boss encounters can help create a franchise. When poorly done, they become indelible stains on otherwise remarkable games. Player reaction to the final encounter with the “Starchild” in Mass Effect 3 was so negative that the company had to release new endings to placate their fans.
Nothing increases a player’s immersion in a game like an epic struggle between that player's avatar and a powerful opposing force that has some distinct advantage. This is why players like boss encounters, and expect those boss encounters to be high points in a game. With boss encounters able to make or break a game’s acceptance, it is critical that game designers and level designers learn to create high quality boss encounters.
Unfortunately, few designers agree on what makes a good boss fight, seeing it as more of a what-feels-right endeavor. Most designers and players know how to recognize good boss encounters, but few agree on a set of rules to follow when making them. Too often, a designer creates a boss encounters with a “clever” attack pattern, new mechanic, or plot twist, only to have that clever idea be the downfall of the boss.
This study provides designers with key factors to keep in mind so that they can reliably create high quality, well-received boss encounters by following a series of simple guidelines.
Nothing increases a player’s immersion in a game like an epic struggle between that player's avatar and a powerful opposing force that has some distinct advantage. This is why players like boss encounters, and expect those boss encounters to be high points in a game. With boss encounters able to make or break a game’s acceptance, it is critical that game designers and level designers learn to create high quality boss encounters.
Unfortunately, few designers agree on what makes a good boss fight, seeing it as more of a what-feels-right endeavor. Most designers and players know how to recognize good boss encounters, but few agree on a set of rules to follow when making them. Too often, a designer creates a boss encounters with a “clever” attack pattern, new mechanic, or plot twist, only to have that clever idea be the downfall of the boss.
This study provides designers with key factors to keep in mind so that they can reliably create high quality, well-received boss encounters by following a series of simple guidelines.