Jupiter
Bringer of Jollity
- Joined
- Jan 24, 2010
- Location
- Great Lakes
I don't mean what type of specific bosses, but rather how to make the battles themselves better. What are your ideas? Here are mine:
Harder. I can't remember the last time I died fighting a boss in a Zelda game. That's just sad. Bosses in, say, AoL were really hard. Lately, I have finished them with a lot of hearts. Some of them are so easy that Nintendo should be embarrassed. Easy is not fun.
Non-obvious methods of defeat. This goes with the previous point. It is always sooooo obvious how you are supposed to defeat a boss (i.e. use the item you acquired in the dungeon). Plus, if you can't figure it out, you always get a clue from your helper. This is pathetically simple. For a lot of bosses, it should take some figuring out. Maybe you use a weapon from a previous dungeon or use a weapon in a unusual way, or maybe there is some special point or type of attack that makes sense but is not glowing and obvious.
Multiple methods of attack. This kind of contradicts the previous point, but for some (if not all) bosses there should be multiple ways to attack them, some which are more effective than others.
Personality. Not all bosses should be dumb, angry monsters. Some of them should have personality. Maybe some are intelligent (or human) and can talk to you, maybe some are more animal or monster like but have personalities--they could be crazy, or mock you, or be shy, or mysterious, or funny, or proud, or afraid of you, or super smart and respond to your style of attack...
Setting. Battles could take place in interesting places. I think it would be neat if one was in a sort of gladiator arena...they could be near a nest that the boss is protecting, they could be near a place where prisoners are held captive, they could be in the ruins of a church altar, they could be near an active volcano, they could take place on the backs of flying dragons in the sky...
Harder. I can't remember the last time I died fighting a boss in a Zelda game. That's just sad. Bosses in, say, AoL were really hard. Lately, I have finished them with a lot of hearts. Some of them are so easy that Nintendo should be embarrassed. Easy is not fun.
Non-obvious methods of defeat. This goes with the previous point. It is always sooooo obvious how you are supposed to defeat a boss (i.e. use the item you acquired in the dungeon). Plus, if you can't figure it out, you always get a clue from your helper. This is pathetically simple. For a lot of bosses, it should take some figuring out. Maybe you use a weapon from a previous dungeon or use a weapon in a unusual way, or maybe there is some special point or type of attack that makes sense but is not glowing and obvious.
Multiple methods of attack. This kind of contradicts the previous point, but for some (if not all) bosses there should be multiple ways to attack them, some which are more effective than others.
Personality. Not all bosses should be dumb, angry monsters. Some of them should have personality. Maybe some are intelligent (or human) and can talk to you, maybe some are more animal or monster like but have personalities--they could be crazy, or mock you, or be shy, or mysterious, or funny, or proud, or afraid of you, or super smart and respond to your style of attack...
Setting. Battles could take place in interesting places. I think it would be neat if one was in a sort of gladiator arena...they could be near a nest that the boss is protecting, they could be near a place where prisoners are held captive, they could be in the ruins of a church altar, they could be near an active volcano, they could take place on the backs of flying dragons in the sky...