Chapter 11. THEY ALL WANT YOU DEAD

THEY ALL WANT YOU DEAD

Video games are populated with a plethora of beings that want to kill you: aliens and androids, pirates and parasites, mercenaries and mushroom people. However, I realize not every video game features slobbering, sword-wielding enemies—often they use guns too!

Yes, yes. I realize that there are plenty of other video games that use other forms of conflict, such as time, human competitors, or even the player's own skill, to challenge the player. But we are not talking about those types of games[126]. As I flip back to Level 3, I am reminded of three types of conflict found in stories: man vs nature (like a hurricane or a giant white whale); man vs self (where the hero is struggling with an internal problem issue like "where to go for lunch[127]") and man vs man, or in the case of video games, man vs zombie, or man vs ninja pirate, or man vs hideous-alien-creature-made-from-the-skins-of-your-dead-crewmates.

Those are the type of enemies we are going to be talking about. While zombies and ninja pirates and alien thingee enemies are great fun to design, you first need to follow this very important golden rule:

FORM FOLLOWS FUNCTION!

FORM FOLLOWS FUNCTION

FORM FOLLOWS FUNCTION

FORM FOLLOWS FUNCTION

Hey! I saw you trying to design that winged skeleton enemy[128] without thinking about how he's going to attack. Put down the pencil as I repeat myself; because THIS REALLY IS VERY IMPORTANT:

FORM FOLLOWS FUNCTION!

You need to (not "would kind a like to") determine the function of an enemy first. So many things are resting on the decisions in your design; how it will be coded by the programmer, how the rigging model will be built by the animator, how it will be textured by the artist. These important enemy attributes are:

  • Size

  • Behavior

  • Speed

  • Movement

  • Attacks

  • Aggression[129]

  • Health

All of these attributes, along with your level's theme, will allow you to determine who your enemies are, what they will end up looking like and how well they will work together when they are placed in the game. Having to redo an enemy character again and again and again is a big morale killer for your team and a huge waste of time and money[130].

FORM FOLLOWS FUNCTION!

Speaking of huge, enemies come in a wide range of sizes:

  • Short enemies are no taller than the character's waist.

  • Average enemies are roughly the same height as the player character.

  • Large enemies are several heads[131] taller than the player.

  • Huge enemies are at least twice the player's own size.

  • Gigantic enemies are so large that they can only be completely seen from a distance.

The size of the enemy will determine how the player will fight it. For example, a short enemy can only be fought by crouching, or with a low attack like an upward sweep or radial spin attack. On the other end of the scale, a huge enemy with a vulnerable head can only be reached with a jump attack. Design your combat so the player "fights their way up" the enemy: an average enemy should be able to be hit by a low and medium attack, a huge enemy should be hit by a low, medium and high attack, and so on.

Size also influences health. Larger enemies traditionally have more health (are harder to kill) than smaller ones. This might account for why many bosses are so darn big. Size will also dictate the enemy's reaction to attacks. Hit a short enemy with a knock back attack and they should go flying. Hit a large enemy with the same attack, and it may not even budge. You'd be lucky if a gigantic enemy even notices your attack, let alone reacts to it.

They say variety is the spice of life. I don't know about spice, but I do know it is variety that keeps a player from getting bored. Size can influence a player's emotions too. Defeating a huge enemy can make a player feel heroic while defeating a short one can make them feel like a bully.

FORM FOLLOWS FUNCTION!

Now that you've determined size, ask yourself, what is my enemy's behavior?

  • How does my enemy move?

  • What does my enemy do when in combat?

  • What does my enemy do when it is hurt?

Answer these, and you will have the foundation to a robust enemy. The goal when designing enemy behavior is to not repeat behaviors. Even better, design your enemy's behaviors to complement each other.

A patroller moves back and forth or up and down in a mechanical fashion. The path of movement can be more involved than this, but its movement is always predictable.

FORM FOLLOWS FUNCTION!

A chaser pursues a player if they are approached or some other condition is met. In many games, patrollers can turn into chasers when they see the player or the player attacks them.

FORM FOLLOWS FUNCTION!

A shooter is an enemy that fires a projectile. Shooting patrollers and chasers will fire at the player once they've been spotted. Due to the nature of the attack, this enemy will try to keep distance between itself and the player rather than engage them.

FORM FOLLOWS FUNCTION!
FORM FOLLOWS FUNCTION!

A guard is an enemy whose AI priority is to guard an item or location (like a doorway) rather than actively pursue the player. Guard behavior can be easily combined with chasing or shooting if the player manages to steal the item or get past the guard.

A flyer is an enemy that, well ... flies. They are aerial patrollers but because the flying adds another dimension (literally) to the movement, they deserve their own classification. Flyers can swoop down to attack players or you can have them fire projectiles from a safe distance. Flyers are more advanced enemies, as their movement and attack patterns are more difficult for the player to predict. Players trying to attack flyers usually stop to target or make a jump attack.

FORM FOLLOWS FUNCTION!

A bomber is a flyer that attacks from above rather than from the side. Bombers are common in 2-D games as it is often difficult for a player to use a 3-D camera to see an enemy above them.

FORM FOLLOWS FUNCTION!
FORM FOLLOWS FUNCTION!

A burrower is an enemy with an invulnerable state that allows it to get into an advantageous position to attack the player. The player must wait for the enemy to emerge before they can attack it.

FORM FOLLOWS FUNCTION!

A teleporter is an enemy that can change position around the playfield. The player must attack quickly lest the enemy teleport out of harm's way. The teleporter varies from the burrower in that the teleportation is instantaneous, giving the player no time to attack. Give your player a way to disrupt the enemy's teleportation, such as a stun or another disruptive attack.

FORM FOLLOWS FUNCTION!

A blocker is an enemy that defends itself against the player's attack with a shield or other defensive device. The shield can either be circumnavigated with an attack from another direction or elevation (such as from down low or from behind), or the player can disarm the enemy with a specific move or attack. Shields can make the enemy temporarily invulnerable, requiring the player to break the shield with a specific move or action, or wait around until the invulnerable state passes.

A doppelganger is an enemy that looks like the player and has moves, attacks and uses AI that mimics the player's own. Doppelganger enemies force the players to use moves or weapons in an unusual manner in order to defeat "themselves."

FORM FOLLOWS FUNCTION!

The goal of having all of these different behavior types is to have enemies that complement each other. Enemies should "live harmoniously" with each other, creating interesting combat puzzles for the player to solve.

Once you create enemy behavior that works well together, it will create gameplay. The player will learn how to perform threat analysis. This forces the player to ask themselves: "Which of these two enemies is going to be the bigger threat? I must kill that one first and figure out how to defend against the other one(s) until I do."

Here are a few interesting enemy combinations that I've found work well together:

FORM FOLLOWS FUNCTION!
  • A blocker with a shooter positioned behind him. As the player tries to whittle down the blocker, the shooter is taking pot-shots at the player.

    FORM FOLLOWS FUNCTION!
  • A big chaser and a group of smaller flyers. While the player goes after the big guy, the little guys attack. However, if you leave the big guy alone and go after the flyers, you're gonna get thumped.

    FORM FOLLOWS FUNCTION!
  • A teleporter and a chaser. As the player tries to catch the teleporter, he leaves himself open to the chaser's attacks.

  • A guard and a bomber. While the player is tied up with the guard, the bombers attack from above.

    FORM FOLLOWS FUNCTION!

Depending on speed and movement, an enemy can be more dangerous, harder to target and more frightening. Use the different speeds: non-mobile, slow, medium, fast, and quick for your enemies.

FORM FOLLOWS FUNCTION!

The difference between a hazard and an enemy is mobility and AI, but every rule has its exceptions. Just because an enemy is non-mobile doesn't mean it can't move. Movement = character and life. A humongous tentacled Cthulhu-esque creature may be immobile due to its sheer size or even technology limitations, but a player would still consider it an enemy. Non-mobile enemies like a robotic wall-mounted laser-sighted machine gun can still have enough AI to make life difficult for the player. Design ways to keep the player engaged as they attack non-mobile enemies, whether it's a timing puzzle that stands between the enemy and the player, or even a puzzle that's part of the enemy itself.

The speed, size and strength[132] of an enemy are inversely proportional: small enemies are fast but not strong, big enemies are strong but not fast. Medium-sized enemies can be either strong or fast, but if you give them both attributes they end up feeling "cheap" as they've been given an advantage that the player cannot match. Whenever an enemy is extremely overpowered or too perfect at making attacks, it feels like the player is fighting a computer rather than an actual living creature.

But I digress.

FORM FOLLOWS FUNCTION!

A slow enemy works best when there are lots of them. One zombie isn't very threatening, but a dozen of the slow-moving undead can make even the most stalwart hero a little nervous. Often a slow enemy packs a big wallop: if the player gets hit, it's their own damn fault. Or you can give a slow-moving enemy a fast attack to keep the player on their toes. Slow enemies often have built-in defenses, allowing them to brace themselves against a player's attack or casually swat them aside. If you want your enemy to feel powerful, have them move slowly like the Tyrant, Nemesis and Dr. Salvador from the Resident Evil series. The inevitability of the bad guy advancing on the hero can make the player panic and make fatal mistakes.

FORM FOLLOWS FUNCTION!

Medium speed is just what it sounds like: the speed of the enemy's movement and attacks will likely match the player's own speed. Medium speed may be a little predictable, but useful for most situations. I've found it's helpful to make medium-speed enemies run slightly slower than the player, especially when chasing them. This allows the player to retreat at their running speed if necessary without fear of getting cut down from behind. The player can then reorient themselves and face the enemy in time to deliver an attack or effectively defend. It's OK to tweak speed values here and there to get the effect you want. There's no hard and fast rule when it comes to this; you've just got to do what feels right and fair.

FORM FOLLOWS FUNCTION!

Fast enemies either dart forward to quickly strike and back away, or they move quickly around and then jump in to do multiple attacks. A fast enemy works great in horror and action games. The player will have less time to react to an incoming enemy and may panic and make dumb mistakes—until they learn to keep their cool. However, don't make a fast enemy constantly attack the player, as they get frustrated by getting hit by something they can't hit back—unless this is the strategy you want. The smaller the enemy, the quicker they are. Give fast-moving enemies an erratic movement pattern to give your players a real challenge.

FORM FOLLOWS FUNCTION!

A quick enemy moves in bursts. They can move blindingly fast—so fast that it may seem unfair to the player, but you can balance that by limiting their attacks and moves. Help the player see quick moves coming by playing a warning animation. This will allow the player to dodge, block, or strike before the enemy completes its quick move.

What is your enemy's movement style? Does your enemy charge the player like a bat out of hell? Does it zigzag erratically to avoid taking fire? Does it make a beeline and then retreat? Does it jump from cover to cover? Does it crawl on the walls to ambush the player from above? Does it run away and never fight at all[133]? Knowing your enemy's movement styles will not only determine their attacks but also their personality.

Determine whether your enemy moves randomly or predictably. Avoid extremes and insert variety. Too random and the player might feel the enemy moves too arbitrarily. Too predictable and an enemy feels too "game-y."

The best solution doesn't include unpredictability. For Crash Bandicoot 2, Naughty Dog tried creating more behavioral AI with less simple patterns. Focus groups found them inferior. The players liked the challenge of figuring out the enemy's patterns. On the flipside, players like unpredictability in sports games. Predictable patterns become "holes" for the player to exploit, which ruins the experience.

Coordinating several enemies' movements adds complexity. Consider how your enemies behave and group together during a fight. Some enemies can use flocking behavior to create realistic group movement.

FORM FOLLOWS FUNCTION!

Look at the movement behaviors of different animals, birds, and insects for inspiration. Humans usually move in straight lines. Predatory mammals like wolves and tigers move in looping arcs as they circle their prey. Crabs move sideways rather than in straight lines. Birds fly in swooping patterns as they catch updrafts to aid their flight. Insects zigzag as they course correct during flight.

FORM FOLLOWS FUNCTION!

Let's consider how the bad guys in a Bruce Lee movie fight scene behave. Bruce Lee is surrounded by dozens of karate experts, but they never attack him in more than groups of ones and twos. They are very polite, those kung fu villains. This strategy works well in games too. It allows you to create the illusion of a group without overtaxing your game or the player.

Work with your programmer to create pathing AI. Determine the needs of your enemies to figure out how they are going to move around. Here are some questions that should be addressed when creating pathing and behavior AI:

  • How mobile are your enemies? Do they have more than one movement speed? Can they can break into a run or slide to a stop? Do they leap over obstacles or use doors?

  • How aggressive is your enemy? Fast-moving frothing berserkers or slowly advancing stone-cold killers? Enemies can even be cautious or cowardly, afraid to get hurt or die. Giving an enemy a sense of self-preservation makes them feel like real people.

  • How much of a team player is your enemy? Do they raise the alarm and alert other enemies to assist them? Will they try to keep a player pinned down while another closes in for a melee attack or better shot? Will they try to flush a player into the open where another enemy will have the advantage? Will one grab and grapple the player while another attacks them? Do they have a "partner", like a guard dog or attack drone?

  • How defensive is your enemy? Do they crouch or duck behind objects? Do they use cover or hold the line? Do they act stealthily when they spot a player? Do they try to attack from behind and sneak up on a player? Do they have defensive items like shields or defense systems?

  • How versatile is your enemy? Can they pick up and use dropped weapons or health? Do they drive vehicles or man weapon emplacements? Can they take over functions for other enemies if they are killed? Can they fly or use non-ground-based movement?

Most AI characters use a waypoint navigation system to move around. A grid or path is laid out by the designer that determines where the AI moves. As the AI moves, the programmer can determine what movement and animations are played to create specific AI behavior. Areas can be designated as "go" or "no-go" areas based on world geometry or to achieve a specific AI behavior.

All this means is that your bad guys either travel along a preplanned network of paths or wander around within the confines of an invisible box (or sphere).

FORM FOLLOWS FUNCTION!

This allows the designer to choreograph a world event with an enemy—like crashing through a wall or reaching a specific spot at a particular time. However, placing waypoints can be time-consuming and they don't always meet all of the AI needs.

Because most waypoint-guided enemies are programmed to determine the shortest and quickest path to the player, be careful of enemies clipping corners and objects. You can fix this by tweaking your waypoint paths. Pull the waypoints in a bit at corners or near objects to compensate for this movement.

BRING ON THE BAD GUYS

BRING ON THE BAD GUYS

You are walking through a graveyard winding your way through the tombstones when you see a skeleton blocking your path, ready to fight.

Wait a second. Rewind. There's a much more dramatic way to introduce this bad guy into your world.

BRING ON THE BAD GUYS

You are walking through a graveyard, winding your way through the tombstones. One of them shakes as you pass by. Suddenly the camera zooms in on the player as the screen shakes and the controller rumbles. The camera whip-pans around to a grave as a hand thrusts itself out of the ground. The tombstone shatters into a million shards as a skeleton bursts from the grave, its eyes glowing evilly and bony fingers clenched, ready to fight! Now that's exciting!

Enemy introductions are a really effective way to tell the player that they've encountered something new, exciting, and dangerous:

  • Freeze the camera or zoom in on the creature: let the player get a good look at what's about to kick their butt!

  • Display the name of the enemy on screen—players like to put a name to an enemy.

  • Foreshadow: Resident Evil 2 provides a great "what the hell was that?" moment when a licker enemy runs past a window right before you encounter it. It builds up suspense for when the licker actually appears to the player. Make it an event!

  • Devil May Cry does a great job of introducing all of its enemies in a very dramatic way. Have them smash through a window, kick down a door, blast into the world in an explosion of special effects—anything to give your bad guys a good first impression!

Spawning an enemy into the world is just as important as removing them. You want to make sure that the player isn't able to slaughter the enemies before they get a chance to arrive on the scene. Some games make enemies invulnerable upon spawning or have them spawn from off screen where the player can't reach them. You may consider creating a hazard or mechanic that allows the enemy to spawn on the playfield without getting killed.

BRING ON THE BAD GUYS

In Maximo: Ghosts to Glory, we created coffins that burst through the ground to deliver enemies into the world. If the player collided with them, they would be knocked backwards. If they swung at them, they would shatter the coffin, but the enemy inside wouldn't be hurt and would go right into their attack routine. Why go through all of this trouble? Because of this very important thing:

FIGHTING ENEMIES IS SUPPOSED TO BE FUN!

In an action game you are going to be fighting a lot of enemies, so do whatever you can to make it awesome! Explosive effects, funny or dramatic hit reaction animations, cool and/or gory kills and, of course, lots of feedback and rewards[134].

When the enemy is defeated or killed, what happens to the enemy? Do they vanish in a puff of smoke or pop like soap bubbles? Do they dramatically clutch their hearts and die an agonizing death? Do they explode? How is treasure delivered to the player after the enemy is defeated[135]?

Determine how the enemy model is removed from the world. Do they fade away, leaving only weapon pickups where their bodies once were? Do they dissolve into a pile of goo that then melts away? Or do bodies stay on screen as a gory reminder of your combat? Remember, what happens to your enemy affects your ESRB rating.

Every action game I've worked on has had one enemy that does this attack behavior: step 1: enemy sees player; step 2: enemy charges player like a madman; step 3: when said enemy gets close enough to the player, they explode. While this sounds exciting, the execution always causes problems.

FIGHTING ENEMIES IS SUPPOSED TO BE FUN!

Third person cameras tend to flip around to show the back of the player and first person cameras only show the player's POV from the front, the player never sees the exploder pursuing them and therefore never gets an indication that they are about to get blown up real good. Sure, you can give the player a warning by calling out that special enemy on a mini-map or have some sort of grenade detector HUD element like in Call of Duty: Modern Warfare 2, but odds are that guy's still gonna catch up to you and then your head is going to fly one way and your giblets the other. What I'm trying to say is, no matter how you make it easier for the player to avoid getting blown up, this still isn't a very good enemy design. Why? Because of this very important thing:

ENEMIES SHOULD BE FOUGHT, NOT AVOIDED

I'm not talking about the type of avoiding where the enemy is a whirling dervish and you have to dodge out of its way before it hits you. No. I'm talking about the "this enemy is too hard, too cheap, too much of a hassle to fight I don't want to fight him" type of enemy.

As a designer, you should strive to make the player WANT to fight the enemy. Your job is to make the player realize that there are plenty of advantages in risking life and limb to fight the bad guys:

They have the loot. Gold, bolts, experience points, health—it doesn't matter what it is as long as they have it and you want it.

ENEMIES SHOULD BE FOUGHT, NOT AVOIDED

They block the path. This is a lot easier to pull off in a 2-D game. You can block the player artificially to force a fight, like a battle arena ...

ENEMIES SHOULD BE FOUGHT, NOT AVOIDED

They have the key. And you need that key to get through the gate that leads to the next room, section or level. I've always wondered: why is it the last enemy you fight is always the one who is holding the key?

ENEMIES SHOULD BE FOUGHT, NOT AVOIDED

You need to take their power. Tired of getting shot at? Defeat that enemy and take their bigger, better gun! Want to upgrade your +1 mace to a +2? Then kick that orc's ass!

ENEMIES SHOULD BE FOUGHT, NOT AVOIDED
ENEMIES SHOULD BE FOUGHT, NOT AVOIDED

They're making fun of you. Taunts are a great way to motivate players into fighting. Having an enemy taunt or challenge a player if they're standing still for too long not only can force a player into attacking, but is a great way to get some character into the enemy. Taunts work great in multiplayer fighting games like Street Fighter where the player takes a risk by taking a break from combat or defense to mock their opponent.

It makes you feel like a badass (aka it's fun to fight). Nothing will keep a player fighting more than having a solid combat system. To achieve that, see Level 10.

ENEMIES SHOULD BE FOUGHT, NOT AVOIDED

Don't forget to let enemies have a chance to be a badass too! Give your enemies some sweet attacks like these:

Melee attacks: Do they use hands/claws/tentacles/feet? Do they have raking attacks or punches? Do they know martial arts? Can they grab or ensnare? Can they perform throws? Can they "ground pound" or cause earthquake attacks?

Weapon combat: Do they use weapons? One-handed or two-handed weapons? Are they a barbaric or skilled fighter? Can they disarm or be disarmed by the player? Can their weapon be used by the player? Can the weapon extend, be thrown, or boomerang?

Projectile combat: Do they use guns/magic spells/ranged weapons? How accurate are they with their attacks? Will they blindly fire or wait for the perfect shot? Do they track movement or lead when aiming? Do they need to reload? Is their projectile explosive? Can they be disarmed? Do they have a close range melee attack if engaged or disarmed?

Persistent damage: Does your enemy's attack have a side effect like acid/poison/fire? Does it do damage with the attack or as a lingering effect? Can it be healed by the player or does it wear off over time? Can it be countered by player equipment/gear?

ENEMIES SHOULD BE FOUGHT, NOT AVOIDED

Telegraphing attacks is important for effective enemy combat. An enemy should have a "tell" animation that informs an observant player that the enemy is about to go all stabby, shooty, or clawey. Tells include:

  • Cocking a fist back to punch

  • Growls or yells before swinging weapon or charging

  • Part of anatomy (like twitching tail or reptilian fins) moves before attacking

  • Weapon's laser sight has to acquire target before firing

  • Weapon or spell "charges up" before firing.

Not every attack needs to do damage to the player. There are plenty of ways to give the player grief without doing them permanent harm:

ENEMIES SHOULD BE FOUGHT, NOT AVOIDED

Block/parry: the enemy can block or parry the player's attack, causing a stagger in the player's combat flow. This can break combat chains, reset combo meters, and cause the player's weapon to rebound or ricochet. Whatever the source of the block, be it a force field, an actual shield or a defensive grab, don't ever make the player wonder why it happened.

ENEMIES SHOULD BE FOUGHT, NOT AVOIDED

Knockback: rather than taking damage, the player is knocked backwards when hit. Putting distance between the enemy and player can upset any combat chain or disrupt any activity the player was engaged in, like spell casting or operating a mechanic. It is particularly effective when the player is hit while standing on a narrow platform knocking them off or to their death.

Stun: the player is stunned into a defenseless state. It can either be while standing or down to the ground. The player should lose momentary control; just as long as it doesn't last too long, which can be very frustrating for players. Circling stars and tweeting birds effect are optional

ENEMIES SHOULD BE FOUGHT, NOT AVOIDED

Freeze/paralyze/capture: acts like a stun, but can be broken out of by performing button mashing or furious waggling of the control stick. Characters are often entombed with a freeze attack. The player may or may not take damage during this attack. Make sure you have a cool "victorious breaking free" animation and effect when the player finally regains control.

ENEMIES SHOULD BE FOUGHT, NOT AVOIDED

Repair/heal: the enemy regains health. I suggest using this infrequently as it can feel unfair to the player. This works best if the enemy has a healing animation as well as a health bar to show that they've returned to their fully (or partially) healed state. Consider allowing the player to attack the enemy to disrupt their heal.

ENEMIES SHOULD BE FOUGHT, NOT AVOIDED

Buff: this works like the heal, but the enemy is gaining power to charge an attack. Usually this can be found when charging magical attacks. You also find it in shooters when the bad guy is charging up their weapon to unleash hell on the player. The enemy can either be in an invulnerable state while buffing up or the reverse, which would cause the enemy to lose the advantage they sought.

ENEMIES SHOULD BE FOUGHT, NOT AVOIDED

Thief: the enemy steals money or equipment from the player, causing the gameplay dynamic to shift from "fight the enemy" to "get that bastard who just stole my chainmail!" Make sure the player has a fair opportunity to get back what's been stolen. Never steal anything the player has bought or won as part of progression: make it something that is (somewhat) easily replaceable.

ENEMIES SHOULD BE FOUGHT, NOT AVOIDED

Leech: the enemy drains the player's "charged up" resources. This can be super meter power, mana, shield power, fuel. Usually the player doesn't have an opportunity to regain the resource from the enemy that attacked it. Once it's gone, it's gone. Players will soon pick up that leeching enemies should be dispatched as soon as possible.

ENEMIES SHOULD BE FOUGHT, NOT AVOIDED

Unexpected behaviors: if the player is expecting a movement pattern or attack, having another up their sleeve adds a nice bit of variety to the encounter. The variety adds to the illusion that your enemy is learning to react and defend against the player. The player will have to adjust their battle plan as they go rather than falling into the same old routine.

ENEMIES SHOULD BE FOUGHT, NOT AVOIDED

Vulnerabilities or resistances? Make sure they're clear to the player and follow logic. Of course, that murderous snow angel is going to be vulnerable to fire, just like that flaming pyre corpse is just going to laugh in your face when you wave that burning torch in front of him. Let the player make logical connections—don't ever let them wonder why something doesn't work. Enemy taunts are great for conveying that information. The smugger or more cutting the enemy's taunt, the better. Just don't overdo it; even the funniest or best-delivered line gets boring after the third time.

ENEMIES SHOULD BE FOUGHT, NOT AVOIDED

Even if an enemy has fierce attacks, nimble defenses and cool behaviors, there still has to be a way to kill them. Determining an enemy's health is done the same way you would for player characters. Balance your enemy's health in relationship to the player's attack. Start with how many hits you want your enemy to take before it dies. Consider all of the different attacks your hero has when determining this. Your goblin enemy may be able to withstand three normal hits, but a holy sword may be able to kill him in one stroke.

All of the notes about displaying player health applies to the enemy's health as well. Refer to Level 10 rather than making me retype it all here.

I LOVE DESIGNING ENEMIES

Enemies offer a designer a chance to really flex your creative muscle. It's fun to come up with horrible monsters and evil villains. Personally, I find adversaries to be the most interesting characters in a story. And not just the "big bad" bosses. Look at all of the great cannon fodder found in movies and comics: Imperial stormtroopers, orcs, Cobra troopers, death eaters, AIM scientists, parademons, Nazi soldiers, those henchmen in James Bond films that flip through the air whenever a grenade explodes.

But I'm proud to report that no one comes up with more creative cannon fodder than video games. In games, anything can be an enemy! An angry pickle! An irate toaster! Whatever the heck a goomba is! A whole glorious world of psychopathic possibilities is yours for the choosing... but rather than overwhelm you with a huge list[136], I've created the Alphabetical Bestiary of Choices:

A is for arachnid, our pois'nous, crawly friend. Beware his webby legs or you'll meet a sticky end.

I LOVE DESIGNING ENEMIES

Battlemechs, huge and metal, with cannons all a-blazin'. Stand beneath their feet and you'll go squish just like a raisin.

I LOVE DESIGNING ENEMIES

C is for criminals, quite the cowardly lot. Better catch them quickly or you're likely to be shot.

I LOVE DESIGNING ENEMIES

D is for the dinosaur that's chewing on my rear. Who said genetic engineering was such a good idea?

I LOVE DESIGNING ENEMIES

Evil creepy children, blank eyes stare so sadly. They're easy to dispose of ('cept when guarded by Big Daddy.)

I LOVE DESIGNING ENEMIES

Flying devils bedevil you while climbing a wall. Give 'em a whack, knock 'em back, before they make you fall.

I LOVE DESIGNING ENEMIES

I hate those Ghosts who chase me merely out of habit. But they'll run the other way if I eat a power pellet.

I LOVE DESIGNING ENEMIES

Henchmen, mercs and soldiers: they'll kill you for a buck. My advice? Shoot them first. If they shoot back, duck.

I LOVE DESIGNING ENEMIES

Irradiated Insects! It's my house they invade. Someone know where I can find a 10-foot can of Raid?

I LOVE DESIGNING ENEMIES

Do not shoot a Jungle Beast, treat with kindness instead. Even when they steal your gal, throwing barrels at your head.

I LOVE DESIGNING ENEMIES

Killer Plants may look pretty, but do not stop to smell. Shooting thorns and whipping weeds will send you straight to hell.

I LOVE DESIGNING ENEMIES

A Lich is just a skel'ton that has a fancy name. You should place a score or more of these into your game.

I LOVE DESIGNING ENEMIES

M is for mutant freaks, scarred by radiation. Their drippy flesh could use a little bit of lotion.

I LOVE DESIGNING ENEMIES

Red Ninjas vanish from sight, throwing stars at you.

If they do any other attacks, make sure to tint them blue.

I LOVE DESIGNING ENEMIES

Orcs, the standard foe of any knight or wizard. Can be fought by the score in any game by Blizzard.

I LOVE DESIGNING ENEMIES

P is for the pirates who sail the seven seas, in ships laden with treasure and crews full of disease.

I LOVE DESIGNING ENEMIES

Dragon, spider, alien: whichever type of fiend; they're always harder to defeat when they are called: "the Queen."

I LOVE DESIGNING ENEMIES

Robots are a paradox—they're s'posed to make life better. But when they're in video games, they always make me deader.

I LOVE DESIGNING ENEMIES

Spaceships, as an enemy, come in many flavors. Try Galaxian, Sinistar, or plain ol' Space Invaders.

I LOVE DESIGNING ENEMIES

T is for treasure chest; their mimics should be banned. First you're reaching for the gold, but then you lose your hand.

I LOVE DESIGNING ENEMIES

Darn those Unholy cultists! Their demons are a blight. They're crazy; but without these guys, there'd be no one to fight.

I LOVE DESIGNING ENEMIES

Vampire bats are all a-twitter, flying rather quickly. Trying to draw a bead on them is making me feel sickly.

I LOVE DESIGNING ENEMIES

Werewolves have fearsome claws, sharp and ready to maul. But rendering all that hair makes games slow to a crawl.

I LOVE DESIGNING ENEMIES

Xenomorphs are nothing but an intergalactic pest! Infest your ship, eat your brains, and burst right through your chest.

I LOVE DESIGNING ENEMIES

Behold these enemies of Yore! Gorgons and animal-men. (Lead designer's been watching Harryhausen films again.)

I LOVE DESIGNING ENEMIES

Zombies are the final foe, so with your gun take aim. They'd be so much scarier if not in every game.

I LOVE DESIGNING ENEMIES

If you don't want to use any of those traditional enemies, don't sweat it. Come up with your own foes! Here's how:

  • Start with your theme. Brainstorm the types of enemies based on your game's environment. For example, an ice world can have killer snowmen, yetis, disgruntled skaters, snowball-throwing midgets, and penguins with machine guns.

  • ... Or start with your story. Who is the main enemy in your story? For example, in an original trilogy Star Wars game, I would expect to be fighting stormtroopers no matter what planet I am on. Other villains can appear, but the player should be constantly reminded of their arch-nemesis.

  • Come up with a way to tie them together. What's the one visual or behavioral cue that will differentiate your enemy from the others in your game? Or from other games? Within your game, you can create groups of enemies based on shapes, color, physical attributes, weapons, or uniforms.

  • Be economical with your enemies. Re-use models, animations, and textures wherever possible to get the most bang for your production buck. When creating similar enemies with different behaviors and attacks, make them look different at a glance. I call this design mentality "Red Ninja/Blue Ninja" as a red ninja enemy may be set to hop and throw shuriken, while a blue ninja may use dash attacks with sai. Sub-Zero and Scorpion, two of the most famous characters from Mortal Kombat series, were originally just reskinned versions of each other[137].

  • Does the enemy belong in your world? You wouldn't expect to find a cybernetic death-mecha in a Super Mario game; that world is too whimsical for such "serious" enemies. Conversely, a goomba would be seriously out of place in a realistic Medal of Honor style title.

  • Make your enemy look like an enemy. Glowing red eyes, demonic horns, fangs, clawed hands, spikes, skull ornamentation, ragged capes, fearsome masks and helmets that obscure faces. Sure, this is stereotypical imagery but if your player sees a character in the world with any of these visual traits, they're going to shoot first and ask questions later. Stereotypes are stereotypes for a reason: they're easy for the viewer to understand. Don't be afraid to use them to your advantage.

  • ... Or go against expectation and type. You can go against "type" and juxtapose your enemy's visual with their behavior. How about a cute bunny that turns into a slavering killer? Or a hulking troll that will burst into tears when attacked? The more personality you can add to make your enemy feel and look unique, the better[138].

I HATE YOU TO PIECES

When introducing your boss to the player, do it in a memorable fashion. Who can forget Darth Vader's entrance in Star Wars? Make sure the player gets a good look at the villain, that they understand "this is the bad guy" they will eventually fight. You always want to give your main villain[139] their "Joker moment", where the bad guy executes a henchman or some other NPC to show what a truly bad guy (or girl or he-she-demon) he is. This can happen within the game or a cutscene.

Have other characters talk about how bad the boss is before you introduce him. Or give the player information in collectable form like audio clips or data files or letters to warn the player about the enemy. This works when dropping hints to the player on how to defeat the enemy or boss. Arm them with knowledge along with the firepower. Anticipation of fighting the boss will be greater if the player knows the fight is coming.

When I was working on a game based on the movie Demolition Man, the designers were presented with an interesting challenge. Simon, the movie's bad guy, didn't fight the hero until the very end of the game. But the designers knew that Simon had to be a recurring villain in the game so they came up with a clever solution.

I HATE YOU TO PIECES

At the start of every level, Simon would run out onto the screen, shake his fist at the player and then run off. The effect on the player was electric. They'd shake their fist back and say: "Oooh! That darn Simon! I'm a-gonna git him!" and then proceed to blast their way through a half hour of gameplay. By the time the player reached the next level, they were probably so heady from all the killin', they forgot why they were there until Simon would run out again, shake his fist and re-energize the player. This taught me a very important thing:

MAKE THE PLAYER HATE THEIR ENEMY

How? Simple. Make sure your boss does bad things! This is why villains are always killing off their own henchmen: so they have someone to kill if they can't kill the main characters! Have the enemy take something the player needs or cares about. Kill the hero's parents, kidnap the princess girlfriend, burn down their quaint village, you get the idea. Whatever your enemy does, make sure it impacts the gameplay as well as the story. Make the parent the blacksmith that gives the hero that magic sword. Does the girlfriend heal the hero whenever he visits her hut? Not anymore! The enemy just kidnapped her! And now that the village is burned to the ground, where is the player going to store all the collectables he's found? Japanese RPGs do this right—they kill off the player's girlfriend, who happens to be your best party member. Are those tears I see? Are they being shed for a lost love or because you can no longer heal every other turn?

When it comes time to design your boss fights, don't feel like you have to kill the boss at the end of each battle. In fact, it's better if you don't. It gives the player someone to fight later in the game. Because your player will have "history" with this bad guy, they will hate them even more! If you kill off your enemy in the first act, who is left for the player to fight? Unmotivated, your hero loses the will to live, starts drinking, moves in with his parents[140].

Pathetic.

And more importantly, not fun.

MAKE THE PLAYER HATE THEIR ENEMY

Taunts are a great way to get the player's Irish[141] up, but you have to be careful not to overuse them. To paraphrase Spider-Man, "With great power, comes dialogue-the-player-is-going-to-tire-of-hearing-over-and-over-again." Taunt the player physically as well as verbally. You can even build them into your enemy's attack moves. For example, in Maximo: Ghosts to Glory, there is a sword-wielding skeleton that, every time he'd successfully hit the player, would do a little flourish with his sword, like a gunslinger spinning his guns before he holstered them. This flourish was created to give the player an opportunity to strike back and wipe the grin off that cocky little so-and-so's face.

Simple animations like idles and taunts go a long way in making an enemy feel smarter than they actually are and provide lots of character. Has the player retreated too far for the enemy to attack? Have it berate the player or make "come here" gestures. Did the player successfully elude the enemy with stealth? It should shrug its shoulders and mutter that they must have been seeing things. Some games have guard enemies taking smoking breaks or falling asleep at their post to make them easier pickings for the hero. But keep in mind you don't want every one of your enemies to act this way, otherwise you've just thwarted the uniqueness you were trying to achieve.

One last thing about enemies: sometimes you should let the bad guys win.

I don't mean killing off the player in order to give your enemies a victory, but don't baby your players either[142]. Let the enemy get in a hit (or a cheap shot) once in a while. Give the enemy a temporary invulnerable attack state. Force the player to run away or at least block an attack. Have your enemies outnumber the player several times over. Let them sweat it out as to whether they'll survive the encounter. The player should feel like they are actually in danger from the enemies. A bad guy isn't going to feel very threatening if the player doesn't have to struggle to defeat them. And the player's victory is going to feel hollow if the enemies don't provide a challenge.

NON-ENEMY ENEMIES

As mentioned at the start of this chapter, not every game has physical enemies that are to be overcome with hot lead and cold steel. There are plenty of ways to push and punish your player without resorting to fighting sentient beings.

Gremlin. This character looks like an enemy, but doesn't directly engage the player. Instead, a gremlin will disrupt the game by undoing the player's progress. For example, SimCity features a Godzilla-like monster that stomps through the player's city leaving destruction in its wake.

Tormentor. This enemy challenges and taunts the player throughout the course of the game, but never directly confronts or attacks them. The alien overlord of Space Fury and Portal's sentient computer GLaDOS are examples of tormentor enemies. In the case of Portal, the player can "defeat" GLaDOS by tearing her apart but it is implied that-SPOILER ALERT!!-she is "still alive" at the end of the game.

Time. "Time pressure makes people think something is a lot more complicated than it really is[143]." Found primarily in skill-based games like driving/racing and puzzle games, a ticking clock is a great way to unnerve the player, creating pressure without using an enemy. Some games will allow the player to extend or slow the clock for temporary relief. If the player doesn't achieve the objective or finish the task within the allotted time, the player either loses a life or the scenario is reset. Time can also be used as an endgame, where the player has to escape a base before it blows up.

Human competitor. Player vs player, competitive or cooperative—regardless of the gameplay mode, I find the best and worst thing about multiplayer games is... the other players[144]. Your friends (and complete strangers) will always find new ways to torture, torment, and humiliate you during a game. As a designer, never underestimate the power of one-upmanship and revenge. Just give the players the tools they need to act on these and sit back and watch the fun unfold. As the old saying goes, keep your friends close and your enemies closer, because sometimes they are the same person.

HOW TO CREATE THE WORLD'S GREATEST BOSS BATTLE

Video game BOSS (n): a large and/or challenging enemy that blocks a player's progression and acts as the climax/ending to the game's environment, level, or world.

At first glance, a boss battle may appear to be an encounter with a very, very, very large enemy with too much health. But this is an underestimation. Bosses are very complex creatures with many unique and separate working parts that should be thoughtfully designed.

Just like with enemies, boss characters are fun to create. But before you start designing your boss, you must first make sure that you have completely defined the player's move and attack set. Once that's set, there are three different ways to design a boss fight:

  • Learned moves. The boss encounter is designed around the player's existing set of moves. You don't have to teach the player anything new and they feel like they've mastered those skills when they defeat the boss. The Mario titles design their bosses this way.

  • New abilities. The boss encounter is designed around the player gaining a new weapon or new move. The player's learning curve is part of the boss round's difficulty. You find this in many of the bosses in the Legend of Zelda series.

  • Combination. No one is saying these two design styles are mutually exclusive. Make sure to stage your encounter with emphasis placed on one style or the other—don't try to do both at once.

WHO'S THE BOSS?

Boss design is just like enemy design, where form should follow function. Knowing the boss' movement and attacks will determine the boss' appearance: if he can shoot, give your boss a gun (or a magic spell or a rocket launcher or a large nose to sneeze out nose goblins), and if he can defend himself, give him a shield (or a force field or protective cowling or a missile-deflecting karate move). In a nutshell, if they can do it, they should have it.

Next, consider how does the boss relate to the hero? No, I don't mean in a "Darth Vader is your father" way, but rather what does the boss represent? The James Bond movies of the 1960s and 1970s had a really good formula for bad guys. There were technically three "boss types" that Bond had to defeat.

WHO'S THE BOSS?

The first villain was the arch henchman; the physical adversary. A muscle-bound goon that would beat the tar out of Bond until he turned the tables with one of his spy gadgets or a deftly executed judo move to throw the goon into a pool of piranhas. Physical adversaries in the Bond films are the classic henchmen like Jaws, Tee Hee, and OddJob. In video games, these characters are monstrously large, freakishly hideous, and very heavily armed.

The second villain type is the mastermind; the mental adversary. These villains are fought at the film's climax. Usually mastermind intelligence leaves the hero at a disadvantage and against overwhelming odds. In video games, this is when the boss gets into their robotic suit to blast away at the hero or forces the player to solve an environmental puzzle that, when solved, brings the cackling villain to his knees.

Even though the mastermind has been defeated, there is still one more "villain" to defeat: the global threat. This isn't a person so much as a threat to the hero's world. This can be the timer on Goldfinger's nuclear bomb, Hugo Drax's deadly spore bombs, or SPECTRE's space-capsule-eating rocket.

Some questions to consider when designing bosses:

  • What makes the boss a worthy adversary? Most bosses have the upper hand on the player in size, strength, firepower, and defenses—make sure the player knows they are in trouble even before the fight begins.

  • What does the boss represent to the hero? In many games and movies, the villain is merely an obstacle to the hero gaining true love (rescuing the princess) or a threat to peace. But don't be content with those tropes. Villains can represent the inner demons of the hero; in Return of the Jedi, Luke Skywalker must reject the dark side and become like his father in order to defeat the Emperor (or at least motivate daddy to toss the old bastard down a shaft.)

  • What does the hero gain by defeating the villain? It shouldn't be treasure, weapons, or power. In most movies and games, the hero is content to merely save the world and restore the status quo. But in the classic "Hero's Journey" story structure, the hero returns from their adventure with knowledge. For example, in Indiana Jones and the Temple of Doom, Indy finds out that fortune and glory aren't the only important things in life.

  • Every good villain has their own motivation and goals. Give your boss a more compelling motivation than "he's evil." I find "the seven deadly sins of man" (lust, gluttony, greed, sloth, wrath, envy, and pride) to be a great starting point for villainous motivations. The Joker lives to create chaos and amuse himself. Voldemort wanted to regain his corporeal form and power. Whatever the villain's motivations and goals, they have to come in conflict with the hero's own. The boss is the primary obstacle to the hero's success. Only once the villain is defeated can the hero truly achieve their goal.

  • What's the boss' job? In video games, most bosses are guardians; the guardian of a magic weapon, of a captured princess, of progression. But by keeping it at just this, you are doing a disservice to your villain. Give the boss a motivation.

  • Is your game based on a licensed property? Remember that these boss fights are the highlight of the fan's play experience. If you aren't a fan of the property yourself, research it enough to find out what the player would want to do. It's safe to say that a Star Wars fan will find a lightsaber fight against Darth Vader a lot more thrilling than shooting down his advanced TIE fighter.

Congratulations. You've done a great job giving your boss a believable motivation, clear goals, and an intriguing backstory. It looks menacing and has awesome attacks and behaviors. But the most common way to make a boss look bad and dangerous is to make it huge.

SIZE MATTERS

A bigger boss means a badder boss... and bigger camera problems. You can start to solve this by always focusing the camera on the boss. As the boss should completely command the player's attention, you should never let the boss, or the player, leave the camera view. Avoid placing your camera:

  • Too high: the high angle de-emphasizes drama and the scale of the boss.

    SIZE MATTERS
  • Too low: the foreshortening that happens makes it hard to gauge the distance to the boss and see incoming attacks. It can also cause clipping issues if the camera drops through level geometry.

    SIZE MATTERS

Use elevation in the level and with the boss to help rectify some of this. Allow the player to reach the boss by climbing geometry to higher elevations. Or you can bring the boss down to the player's level just in time for the player to give the enemy a good smack to the face. One thing you want to avoid is crotch whacking. This is when the height of the player is just tall enough to reach the crotch of the huge boss.

A big boss means big attacks. Why be content with the boss throwing rocks when you can have it throw cars? Why not buildings? Or entire city blocks? The more dramatic your attacks, the more memorable they are. Take inspiration from games with bombastic bosses like Contra and God of War 3. Regardless of how spectacular the attacks are, you will need to give the player an opportunity to fight back. The player needs to work out when it is safe for them to attack. They need to memorize the boss attack patterns. Patterns are at the heart of every traditional boss fight and are created when several attacks and behaviors are strung together into a predictable sequence. Here's a simple example to show how patterns can be created.

SIZE MATTERS

Let's say the player is fighting a giant mech armed with a laser cannon. The cannon's laser sight sweeps the arena three times (fig. 1). Once the sight has acquired a target (the player), the cannon will fire a stream of laser blasts—first to the right, then to the left, then in the middle of the arena. The mech's cannon then transforms into a larger weapon. This new form charges up for a second (fig. 2) and then fires a single thick beam that sweeps the ground of the arena which can only be avoided by jumping or ducking behind cover (fig. 3). When the attack is over, the mech's chest cowling pops open and vents steam (fig. 4). After a couple of seconds the cowling snaps back closed in a burst of electricity and the mech re-transforms its cannon back into its original configuration. The attacks cycle until there is a break in the pattern initiated by the player, such as the player taking damage, dying, or successfully attacking the boss.

This example shows the components of a boss fight: the primary attack, the invulnerable attack, the vulnerable state, and opportunities.

The primary attack, the laser blasts, create movement patterns for the player to memorize and follow (left, right, center). As long as the player knows that sequence, they'll be able to avoid taking damage.

Movement patterns should be easy to remember, but feel free to change the order of events to add some variety. Random movement patterns can be used, but I have found that many players find them difficult to determine and get frustrated if they don't "luck" into a favorable pattern.

The invulnerable attack, the charged cannon shot, is a dramatic, large-scale attack that forces the player to take avoiding action. As the player cannot hurt the boss during this attack, the player must act defensively, breaking up the play pattern.

The vulnerable state, the mech's chest cowling opening up, reveals the boss Achilles heel to the player and is vulnerable to the player's attacks. This should be the chance the player has to inflict the most damage on the boss. The boss weak spot should be visually designed to be obvious to the player: make it flash, glow, or highlight it in some manner. It should stick out like a sore thumb. You can prolong a vulnerable state by stunning or incapacitating the boss—it becomes very clear to the player that they have a chance to attack without the fear of being attacked back. Make sure you end the vulnerable state with an attack/event of some sort (in this case the electric burst), which pushes the player away from the boss and informs the player that their chance to attack the boss is over.

Opportunities, like the cannon changing form, are chances the player has to attack. The window of opportunity is usually shorter than the one given by the vulnerable state. Taunts work well for this too. Just don't overuse any vocal cues, otherwise the player will get tired of hearing them over and over again.

SIZE MATTERS

I like to think of boss fights as a dance between the enemy and the player. Alternate between offensive and defensive moves for both the boss and player. Get more mileage out of your boss attacks and moves by changing the timing, speed, and range; just make sure these changes escalate. Most bosses start out pretty easy and get harder as they go. This is why many bosses have several rounds of patterns—the boss gets madder and the threats ramp up until the ultimate climax when the boss is defeated.

Even as your boss is trying to kill the player, make sure to do all you can to keep the fight going. Provide plenty of opportunities for the player to regain health or power during the fight. Tools like dynamic difficulty will programmatically determine what the player needs to succeed. You can apply dynamic difficulty to enemy AI, reaction times—in fact, just about anything. Delivering the right power-up exactly when the player needs it makes the boss fight feel exciting and dramatic.

I have a confession. While most games design the final boss to be the hardest, I have designed them to be one of the easiest. Why? Because I want the player to end the game on a high note and feel like the biggest badass on the face of the planet. They've already done the hard part—playing through the entire game.

When the player gives the boss their comeuppance, use animations, sound cues, and visual effects to show that the player is damaging it. A robotic enemy can shoot off sparks, a fleshy foe can spray out gouts of blood or ichor. Other bosses will limp or crawl as they are close to death. Work with your artist to build your boss to have parts of it get chopped off or use several models that show increasingly damaged states. No matter how your boss goes, remember this very important thing:

SIZE MATTERS

LET THE PLAYER ADMINISTER THE COUP DE GRACE

The last strike of the fight needs to be delivered by the player. It's very important psychologically for the player to feel that they have won. This is the climax of the encounter—don't rob your player of their victory with a cutscene or a canned animation. Once the boss is dead, let the player savor the moment with celebratory text, music, or effects.

Sometimes, due to story or licensing needs, your enemy will escape at the end of a boss fight. As the enemy escapes, do it with style. Having an enemy escape to fight another day shows to the player that they are a worthy adversary and another encounter is coming. But even if the boss escapes, you still need to make the end of the fight satisfying. You need the false kill. You must first knock the boss to his knees before he gets up and runs away. Hold camera on that defeated boss for a moment. Let him curse the player's good luck (because it's never skill that defeats a bad guy, right?) Make sure it's clear to the player that they've won the fight.

One more thing. Sometimes the player is going to die. When they do, make sure they return to a safe respawn point. The boss shouldn't attack until the player is ready to fight. Consider keeping the boss' game state upon the player respawn. This means picking up the fight where the player left it rather than restarting the entire boss fight sequence from the beginning.

LOCATION, LOCATION, LOCATION

Where a boss fight takes place is just as important as designing the fight itself. The level is an extension of the boss fight—and sometimes, the level IS the boss fight.

The basic boss fight takes place either in a circular arena or a linear screen-wide walkway. This allows the camera to stay focused on the boss who generally inhabits the center or back of the room with occasional trips to the side and outer edges. For more dynamic boss fights, add elevation to the arena. Devil May Cry had an interesting fight where the player kept alternating between fighting the boss on the walls of a castle and in the castle's courtyard.

Think about the boss in relationship to the environment. How will a boss use the level for movement or attacks? Having dynamic elements like collapsing statues or walls or break away floors can keep things exciting and surprising as the environment gets wrecked by the boss (and the player) over the course of the battle. Bust that joint up! Just be aware that if the player has to replay the boss fight, it may get a little stale seeing the event happen again and again.

LOCATION, LOCATION, LOCATION

Designing boss arenas with dynamic level elements is the best of both worlds. The arena contains dynamic objects and elements that will react to a certain boss attack or action. These can be breakable windows, smashable floorboards, crushable computer consoles, and so on. This way, no matter what order the boss interacts with these elements during the battle, interesting things will happen. It creates a different experience every time.

A scrolling battle, where the player and boss fight their way through several locations, makes for a dynamic boss fight. First determine the method of player locomotion during the fight. Are they fighting on foot (chasing each other?), on top of vehicles (like the moving train in Uncharted 2: Among Thieves or hopping from car to car as in Wet), or while piloting vehicles? (Maybe they are vehicles!) Just be careful as scrolling boss fights require as much work, if not more than a full level.

LOCATION, LOCATION, LOCATION

Another variation is the puzzle boss: a boss that is actually invulnerable and cannot be defeated by a direct assault by the player. Instead of fighting, the player has to survive the boss' attacks long enough to use objects in the level that will defeat it. Spidey can't actually hurt the Rhino boss in Spider-Man 2 (Activision, 2004) but if Spidey can trick the Rhino into smashing into electrified machinery, he can defeat him. The most obvious (and hilarious) example of a puzzle boss is in You Have To Burn The Rope (http://www.youhavetoburntherope.net) where the Grinning Colossus can only be defeated by ... well, I'll let you guess how to beat this one[145].

WHY NOT TO CREATE THE WORLD'S GREATEST BOSS BATTLE

Some designers believe that boss fights are too "old school"; that they grind game progression to a halt; that the time and effort to create bosses with their non-reusable artwork, hard-coded behaviors, and unique animations just isn't worth the production cost. They create a skill gateway; whenever someone has told me that they've quit playing a game, it was usually because a boss was too hard.

An alternative to these problems can be found in turning the boss fight on its head. Instead of making it about a big creature, make it about big drama. Make the fight personal to the player, and more about pivotal moments in the story.

My friend, designer Paul Guirao (Dead to Rights Afro Samurai), created what I thought was the best boss fight design I had ever heard. During the course of his game, the player would learn to arm-wrestle in order to win cigarettes—the game's currency while the hero was in prison. At the climax of the game, the hero is knocked to the ground by the villain who attempts to plunge a dagger into the hero's eye! The player has to use his arm-wrestling skill to force the dagger away, and eventually turn it on the villain himself.

WHY NOT TO CREATE THE WORLD'S GREATEST BOSS BATTLE

Paul's design really opened my eyes (groan) to what a boss fight could be. It sounded awesome and dramatic and very different to anything else I had seen in games. What I really liked about it was:

Emphasized drama over scale: it didn't need a rocket-firing colossus rampaging through a city to be exciting.

Intimacy creates urgency: because the camera view was to be very tight (only the faces of the two characters, their hands, and the dagger were to be shown), the impending danger was heightened to a degree not seen in most video games.

Better utilizes existing assets: all the assets for the fight—the hero, the villain, the dagger, the arm-wrestling HUD meter—were used in other parts of the game. Nothing new had to be created to make this boss fight playable.

Told story with boss fight, not cutscenes: video games are interactive entertainment—playing the story is always better than watching it.

SPOILER ALERT!

Years later, as I played the ending of Call of Duty: Modern Warfare 2 I was reminded of Paul's knife-fight design. In CoD:MW2, your player character is stabbed in the chest by the villain who is now killing your commanding officer. The player has to (painfully) pull the knife from his own chest and hurl it into the eye of the bad guy (in very dramatic slo-mo).

Had the designers at Infinity Ward heard of Paul's knife-fight design idea? Or was it just a good idea for a boss fight whose time had finally come? All I know is it was as awesome and dramatic as Paul's boss fight idea had sounded to me all those years ago.

Level 11's Universal Truths and Clever Ideas:

  • Form follows function.

  • Design your enemies to complement and contrast with each other.

  • Carefully balance the enemy's strength, speed, and size.

  • Fighting enemies is supposed to be fun.

  • Enemies are meant to be fought, not avoided.

  • Not every enemy attack has to do damage.

  • You always want the player to hate the enemy.

  • Use dynamic difficulty to give the player some help.

  • Watch out for camera issues when creating a large-scale boss.

  • Where the boss fight takes place is just as important as who the player is fighting.

  • The player has to give the boss the killing blow.

  • There are other types of enemies besides big stompy monsters.

  • Emphasize drama over scale.



[126] Yet.

[127] I have seen large groups of full-grown people completely paralyzed by this internal conflict.

[128] He does look pretty awesome though.

[129] I realize that aggression is considered part of behavior, but since combat is often treated by designers as its own system, it deserved its own heading.

[130] And irresponsible. Please do not be an irresponsible designer.

[131] Artists measure characters in terms of "heads"—literally the height of one average human head. For example, an average six-foot human is seven heads tall, while a heroic character is eight and a half heads tall.

[132] Hey! It' s the three Ss!

[133] Personally, I think enemies are more fun when you can fight them.

[134] We' ll talk about how to make the most of rewards in Level 13.

[135] Looks like Level 13 has its work cut out for it!

[136] Besides, that' s what books like the AD & D Monster Manual are for!

[137] Of course, in the case of Sub-Zero and Scorpion it would be "blue ninja, yellow ninja", which doesn' t quite have the same zing.

[138] Just remember not to violate the triangle of weirdness.

[139] If you can have other enemies than just the main villian have this "being bad" moment, then that' s even better.

[140] Oh right, his parents are dead! Now you' ve turned your hero into a homeless person. Are you happy with yourself?

[141] I apologize to any Irish people reading this, especially Irish people who are prone to get angry at authors.

[142] I' ll be talking more about difficulty in Level 13, so hold your horses.

[143] A succinct quote from Portal designer Kim Swift from GDC 08: Portal Creators on Writing, Multiplayer and Government Interrogation Techniques, Chris Faylor, Shacknews.com (http://www.shacknews.com/featuredarticle.x?id=784).

[144] I am reminded of Jean-Paul Sartre' s famous quote: "Hell is other people." As Sartre died in 1980, we' ll never know whether he would have appreciated a good deathmatch.

[145] Spoiler alert: you have to burn the rope.

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