FACTOID # 103: The ten most generous countries are all in Europe.
 
 Home   Encyclopedia   Statistics   Countries A-Z   Flags   Maps   Education   Forum   FAQ   About 
 
WHAT'S NEW
RECENT ARTICLES
More Recent Articles »
 

SEARCH ALL

FACTS & STATISTICS    Advanced view

Search encyclopedia, statistics and forums:

 

 

(* = Graphable)

 

 


Encyclopedia > Boss (video game)
Flag Ship from the video game
Flag Ship from the video game Gorf

In video games, a boss (sometimes called a guardian) is a particularly large or difficult computer-controlled character that must be defeated at the end of a segment of a game, whether it be for a level, an episode, or the very end of the game itself. Bosses appear in many video games, particularly story or level-based first and third-person shooters, platform games, CRPGs, and most shoot 'em ups.

Contents

Bosses in game structure

Many single-player games feature a level/episode structure, the game becoming progressively harder as the player advances. Bosses are a consequence of this structure, appearing at the end of a level or episode and being the hardest enemies to defeat. Other games have a storyline instead of a level_based structure, but they still feature boss_like enemies at various points in the story or at the end of the storyline.


The boss battle generally marks the climax of a dramatic buildup resulting from the player's anticipation and anxiousness. Game designers often add design elements, such as suspenseful music, that enhance this effect. For example, in Metal Gear Solid, the penultimate battle has been heavily foreshadowed in dialogue, and the threat represented by the boss enhanced by an attempt to disable or destroy it before is mobile.


A weaker version of a boss that appears earlier in the level is called a miniboss. These are generally intermediate between bosses and standard enemies in their properties. The Hammer Brothers in the Super Mario Bros. game are generally considered minibosses.


Occasionally, a defeated miniboss or boss may return as a standard enemy at a later stage of the game. This typically only applies to bosses or minibosses which are not characters in the game's storyline. For example, in Metroid Prime, the player encounters many Baby Sheegoths before a boss battle against a fully grown one; upon revisiting the level at a later stage, adult Sheegoths are commonplace.


Characteristics

In complex games (particularly role-playing games), bosses are so noted for effective attacks and a large number of hit points. They also have "special" attacks, such as stunning/freezing the player, teleportation, inflicting curses on the characters that decrease their abilities, and so forth. Bosses are often immune to certain abilities that the player possesses, and often can only be defeated by specific attacks and strategies, or by using the environment or their own attacks against them. A common way of implying this power is to make the boss much larger than the player's on-screen representation, as opposed to normal enemies, who are more commonly smaller than the player, or at most roughly equal in size.

Baxter Stockman, the boss of the first level of Turtles in Time. Note that he is flashing red, indicating that he is close to defeat.

In versus fighting games such as Street Fighter II, the final few characters the player faces in matches are usually referred to as bosses, as they are placed at the end of the game and have noticeably greater difficulty than previous opponents. Bosses in these games are often not available as playable characters at leisure.


In scrolling fighting games and other arcade games, a boss's health level is often determined by a health bar comparatively longer than the player's. When not determined in this manner, however, the character flashes red as he takes hits, progressively flashing faster until he is defeated. This not only determines the boss's health, but also permits internal programming to discreetly adjust it as players enter and leave the game during the boss battle.


In more fantasy-oriented First Person Shooter games like Doom or Quake where the player faces different species of monsters, bosses are generally large, highly durable monsters, often with their own unique weapons or special pre-scripted attacks and arenas. In more realistic FPS games where the player faces exclusively human foes, bosses often are unique characters who behave exactly like regular enemies, only with better weapons and more health.


In most adventure games, there is no real-time combat and thus no boss fights per-se, although the final puzzle often involves defeating the game's main villain, generally utilizing the environment or some previously unused object in your inventory, sometimes under a time limit in which you must act quickly or be killed.


History

The first boss in the history of video games was the Golden Dragon, created by Gary Whisenhunt and Ray Wood in 1974 for dnd, a game styled around Dungeons and Dragons for the PLATO system. Breaking away from the infinitely repeating nature of games such as Pong or Asteroids, the boss represented an attempt to legitimize the video game as a type of story, with a difficult opponent ending the game as a denouement or climax.


Criticisms

Bosses have recently become to fall out of favour with groups of videogamers and specific game designers; it is commonly argued that they are a hangover from pay-to-play arcade games, and inappropriate for current games. Poorly engineered bosses may simply be an enemy which absorbs an exasperating amount of damage without providing especially engaging gameplay, existing purely to slow the player's progress. Particularly boss-heavy games may lack coherent segments between the bosses; this is frequently an issue in 2D shooters such as Contra: Hard Corps.


Many gamers have complained that bosses break the suspension of disbelief. In games like Max Payne or Far Cry, which attempt for a "realistic" atmosphere where the player character and the enemies can survive about as much damage as a "real" human being (albeit perhaps one wearing body armor) could, it can be quite jarring to suddenly encounter an enemy who can survive several grenade launcher shots to the head for no apparent reason.


Alternatively, some view bosses as the ultimate expression of the concepts in the game's design, the other segments bridging and introducing ideas to be explored fully in the boss battles. Developer Treasure constructed Alien Soldier as a relentless series of bosses to interesting effect; the Metal Gear series includes its bosses is the ongoing storyline, battles with them driving the plot ahead; in the Metroid saga, bosses test the player's skill and grant them new abilities which allow the gameplay to expand.


Some notable games which do not include bosses are Half-Life 2, Halo, Max Payne 2, and Thief II: The Metal Age.


List of famous or noteworthy bosses

Dobkeratops (or ), the boss from the first level of .
Dobkeratops (or Doppelganger), the boss from the first level of R-Type.

External links

  • The Ten Best Boss Fight Games (http://www.gamespot.com/gamespot/features/all/tenspot/0918boss/) – according to GameSpot.com





  Results from FactBites:
 
Boss (video game) (157 words)
In video games, a boss is a particularly large computer-controlled character that has to be defeated at the end of a level, episode or game.
Bosses appear in many video games, including story-based or level-based First- and Third- person shooters, Platform games, many Role-playing games, and most Shoot 'em ups.
Bosses are a consequence of this structure, appearing at the end of a level or episode, and being the hardest enemies to defeat.
Boss (video games) at AllExperts (2823 words)
In video games, a boss (sometimes called a guardian) is a particularly large or difficult computer-controlled character that must be defeated at the end of a segment of a game, whether it be for a level, an episode, or the very end of the game itself (final boss).
Bosses are a consequence of this structure, appearing at or near the end of a level or episode and being the hardest enemies to defeat.
Bosses are traditional choke-points in RPGs, used to ensure a player has taken the time to level-up (raise their abilities through fighting anonymous easier foes) before progressing to a new section of the game.
  More results at FactBites »


 

COMMENTARY     


Share your thoughts, questions and commentary here
Your name
Your comments
Please enter the 5-letter protection code

Want to know more?
Search encyclopedia, statistics and forums:

 


Lesson Plans | Student Area | Student FAQ | Reviews | Press Releases |  Feeds | Contact
The Wikipedia article included on this page is licensed under the GFDL.
Images may be subject to relevant owners' copyright.
All other elements are (c) copyright NationMaster.com 2003-5. All Rights Reserved.
Usage implies agreement with terms.