Why Most Boss Fights SUCK, and How To Fix Them

I explain why I hate Ori and the Will of the Wisps and consider it one of the worst bag fumbles of all time. As Ori and the Blind Forest had the single best boss design I have ever seen in a platformer. I then go further in depth in how boss designs are good or bad and how to improve them overall.

//Imma be honest there is very little to be researched on this one. It's about boss design and there admittedly isn’t much I could find. Not even on the psychology of bosses.
//And I really did take a long time trying to figure this stuff out which is part of why this got delayed so far


https://yukaichou.com/advanced-gamification/game-design-technique-14-mastering-the-boss-fight/

//Strategic challenging and difficult adrenalin most importantly rewarding.


https://www.polygon.com/features/2015/9/28/9333685/annotated-history-boss-battles 

//Breaks down some significant boss fights


https://platinumparagon.wordpress.com/2017/10/19/screw-this-game-the-psychology-of-difficult-video-games/ 

//Making boss fights accessible


https://dumpstatadventures.com/the-gm-is-always-right/how-to-create-epic-boss-fights 

//Unique, interesting terrain, tension, give your boss other support, good reward, flexible design can help


https://game-wisdom.com/critical/3-boss-fight

//Unique imposing setting, A risk a feeling of real risk, test the players skill


https://www.escapeindustries.net/elements-good-boss-fight-1-anticipation/

//Telegraph actions, change things as it goes


https://www.academia.edu/33247071/Game_User_Experience_Evaluation

//Gemini is really good at finding articles… even ones with a login wall thanks, temp mail!


https://whynowgaming.com/boss-battles-the-changes-the-techniques-the-challenges/

//Acts as a test of  the player. It should fit the game and not always prioritize being difficult. It needs to be unique. Creating fear in the player needs to be intimidating, creating psychology between the player and the boss.


https://yukaichou.com/advanced-gamification/game-design-technique-14-mastering-the-boss-fight/

//Intense, high stakes, anticipation, and learned skills. Test the player's ability to do mental challenges.

https://en.wikipedia.org/wiki/Zelda_Wii#:~:text=Zelda%20Wii%20may%20refer%20to,Zelda%20series%2C%20released%20in%202007


//Used in editing

https://www.pcgamer.com/software/nintendo-v-yuzu-switch-emulator-shut-down-settlement/