I usually play games on “normal” difficulty these days, for a balanced challenge. However, I don’t particularly enjoy boss fights, or at least I don’t enjoy the extra challenge associated with them. Was thinking it would be nice if games had a separate setting so I could just set boss fights to “easy”, while not making the rest of the game less challenging as well.

45 points
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10 points

That’s actually what I tend to do, but would be nice (for laziness) to have two different settings. Or for cases where games don’t allow adjustment after starting.

Funny you bring up Kena, because that is actually probably a prime example for me too. Loved the rest of the game, but the boss fights were a bit too difficult imo!

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30 points
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Around 2010, I remember this game studio sharing a innovative technique of game design where as people failed a boss battle, the game would slowly make the battle easier.

Some companies ran with it. Nintendo gives you extra help if you die multiple times in a level. Where some studios do it more behind the scenes. For example - giving you a bit more ammo. Or slowing the boss down a little more. I can’t remember the game, but they have a feature where a boss can’t one-shot you. And they give you more of that buff the more you die, so it “feels fair”.

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23 points
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Making the boss easier after I die to it would frustrate the hell out of me unless it was optional. I want it to be a challenge, not just something I can beat if I die enough times.

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8 points

The best part is… You’d never know!

A lot of these are only known years later, with devs sharing game design stories.

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2 points

You’d have to die a few times to it too even notice it getting easier. Almost nobody wants to grind out a boss 20 times in order to beat it. And if properly done, the variables changed are so small each time, that it’s not noticeable.

It’s a system to help everyone enjoy the game without quitting out of frustration. Because the majority of people, in general, quit after a bit too much resistance.

There’s a quick drop off of enjoyment when a player feels the game is too difficult.

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2 points

Zelda games have a neat scaling mechanism. If an idiot like me could beat the final boss in a couple tries, anyone can. And it’s super fun too.

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27 points

Depending on the game I’d even do the opposite.

I don’t care for the 20th fight against bandits to be hard - but a boss should feel like more of a challenge and take more time to finish.

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4 points

In certain circumstances, I agree. I am currently playing The Outer Worlds RPG. In the game there is a companion quest which culminates in fighting a “Mantinqueen”- a giant monster space bug. There is a ton of build up to it. The monster had previously killed the companion’s entire mercenary group. The lair was spooky and atmospheric.

Problem was, mantiqueens were creatures I’d already fought in the open world. I could demolish one is about a minute with my upgraded weapons. This made the boss fight underwhelming.

I wouldn’t want the solution to be just tacking on more healthpoints, but there are other options to make the boss creature more interesting to fight and the game took none of them.

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3 points

I’m playing Jedi: Survivor on story mode right now and this is exactly how I feel. It’s a shame because even on story mode, boss fights in Fallen Order were still a little challenging.

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1 point

Yeah I was going to say… in many cases bosses seem to be easier than the normal fights. The bosses sort of focus on being a novel gimmick with easily telegraphed attacks, which often ends up being easier than normal fights in some games.

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19 points

I agree. I honestly hate boss battles. I love playing video games on hard mode, but for some reason boss battles have never filled my soul with joy or given me a sense of satisfaction when I’m done. They just irritate me. I definitely have games where I’m on the hardest difficulty for normal game play and then right before every boss battle I’m going into settings changing the difficulty to story mode so I can knock them down in 5 hits and move on with the game.

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17 points

I’ve come to firmly believe that all games should have an invulnerability setting for the sake of accessibility. It’s probably one of the easier settings to implement for most games and it would have the most impact for the wide range of accessibility needs out there.

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7 points

I like Jedi: Survivor’s method of accessibility. They let you slow down the game if you need a little more leeway with the bosses. You can crank that slider down to like 10% speed and it’s like being Neo in that scene where he dodges bullets. You can still fuck up but it’s pretty easy. I used it for the platforming because I hate platforming so much.

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5 points

Agreed, I think the first game I saw this in was Tunic. It was a great addition!

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7 points
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Control for me! It was mind blowing. Not a difficult game but it really improved my ability to enjoy the game at some points.

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-10 points

That’s called cheating, and there’s usually a way to do it in most games.

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13 points
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If it’s pvp then sure it’s cheating but why would it be cheating for a single player game? Isn’t the point to have fun?

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7 points

I mean this has been in games for a long time between the 90s and 00s and has always been called literally cheat codes

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-1 points

Anything that circumvents the design of the game to gain an advantage is technically cheating. I wasn’t necessarily saying it shouldn’t be there. Just pointing out, there is usually a wat to do it in most games. The devs have to have a way to test things and move the stories forward without playing hundreds of hours of game.

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