nomask7
Arcane
- Joined
- Apr 30, 2008
- Messages
- 7,620
Filler combat and then that one encounter that is challenging? Then the pattern repeats. Makes sense if you play to be bored and then annoyed, then bored then annoyed.
What bosses do to game design.
A sort of braindead way of organising and structuring gameplay and difficulty meant to deprive you of all surprise or any interest you might have had for the supposed adventure. The challenge peak always where you expect it to be, and can't be avoided. No realism, either. No sense of dangerous exploration unless you happen to stumble on a high-level area, then the exploration there is uniformly dangerous if not impossible. Crappy game design is crappy. (Night of the Raven being an exception, as usual.)
Bosses, what's not to hate?
And some of them are annyoing, even game stoppers for me. I've never played Diablo 2 fully partly because of the bosses. In Neverwinter Nights, I had to stop for several months because of a boss I couldn't beat with my single fighter-character, and it didn't occur to me to cheat.
In games like this, bosses aren't challenges, they're ways of telling the player to grind more, hey grind some more, and some more now. Maybe it's my gaming style where I often want to advance as fast as I can, but they basically ruin these games for me. In NWN it's relatively easy to cheat when you need to, but there are many other games where it's either not possible at all or requires extraordinary effort unless you want to cheat through the whole game. (By the way, not sure if anybody's noticed but NWN with the latest version patch is now unbeatable in single player without cheats thanks to the more advanced enemy AI especially for enemy spell casters. Good job, Bioware.)
In some games bosses are not necessarily difficult, just kind of dumb cliches that break the flow of the game. I'd rather search for some artifact in a dungeon where threat may lurk behind any corner like in Arena than advance through a fairly straightforward path of filler combat to the level boss to beat a dungeon.
Sure, there should be some scary monsters in the game, but why do they have to just happen to be blocking your path every time instead of being mostly optional like the shadow dragon in BG2 or something that shocks you to death like the shadow beast in NotR while being avoidable in principle?
Points for the Baldur's Gate series for good combat memories, but maybe there could have been a bit *more* freedom and flexibility when it came to combat encounters.
What bosses do to game design.
A sort of braindead way of organising and structuring gameplay and difficulty meant to deprive you of all surprise or any interest you might have had for the supposed adventure. The challenge peak always where you expect it to be, and can't be avoided. No realism, either. No sense of dangerous exploration unless you happen to stumble on a high-level area, then the exploration there is uniformly dangerous if not impossible. Crappy game design is crappy. (Night of the Raven being an exception, as usual.)
Bosses, what's not to hate?
And some of them are annyoing, even game stoppers for me. I've never played Diablo 2 fully partly because of the bosses. In Neverwinter Nights, I had to stop for several months because of a boss I couldn't beat with my single fighter-character, and it didn't occur to me to cheat.
In games like this, bosses aren't challenges, they're ways of telling the player to grind more, hey grind some more, and some more now. Maybe it's my gaming style where I often want to advance as fast as I can, but they basically ruin these games for me. In NWN it's relatively easy to cheat when you need to, but there are many other games where it's either not possible at all or requires extraordinary effort unless you want to cheat through the whole game. (By the way, not sure if anybody's noticed but NWN with the latest version patch is now unbeatable in single player without cheats thanks to the more advanced enemy AI especially for enemy spell casters. Good job, Bioware.)
In some games bosses are not necessarily difficult, just kind of dumb cliches that break the flow of the game. I'd rather search for some artifact in a dungeon where threat may lurk behind any corner like in Arena than advance through a fairly straightforward path of filler combat to the level boss to beat a dungeon.
Sure, there should be some scary monsters in the game, but why do they have to just happen to be blocking your path every time instead of being mostly optional like the shadow dragon in BG2 or something that shocks you to death like the shadow beast in NotR while being avoidable in principle?
Points for the Baldur's Gate series for good combat memories, but maybe there could have been a bit *more* freedom and flexibility when it came to combat encounters.