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Devil Wears Wings
Jul 17, 2006

Look ye upon the wages of diet soda and weep, for it is society's fault.
End boss fights in general suck. They're lazy game design and an artifact of the days when games were quarter-munchers. There's got to be a more interesting way to bring a game to a close than, "let's throw something big at the player and ramp up the challenge a few notches and then roll ending cutscene."

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Devil Wears Wings
Jul 17, 2006

Look ye upon the wages of diet soda and weep, for it is society's fault.

icantfindaname posted:

:getout:

And how does it make any sense for them to be from arcade games? Like what? Arcade games wouldn't expect the player to get to the end at all. It's an artifact of story based games that weren't trying to be cinematic experiences and were aware that they're video games. It's a tonal decision to be pulpy and over the top

You've got your chronology wrong. In the old arcade shmups and beat 'em ups that dominated arcades from the mid-'80s onward, boss fights were very obviously a way to artificially extend playtime, and by extension eat up more quarters, by placing a brick wall in front of the player. Progression-based games adopted boss fights because by then defeating the Big Bad at the end of the level was an ingrained video game trope.

Devil Wears Wings
Jul 17, 2006

Look ye upon the wages of diet soda and weep, for it is society's fault.

Alain Post posted:

Everything in games is artificial.

Just a hunch, but I think you and I are talking about completely different definitions of "artificial" here.

Devil Wears Wings
Jul 17, 2006

Look ye upon the wages of diet soda and weep, for it is society's fault.

gay skull posted:

He had it coming, good boss fights rule.

Even the greatest game of all time, the perfect game, the game formed in Christ's own hands before he fled Earth after his ressurection would have ended with a wet fart without its final boss.

But but Planescape Torment doesn't even have a final boss fight if you have high enough INT and WIS

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