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Post by KingSpoom on Jan 27, 2005 4:38:57 GMT -5
Over the years there have been many games that have had a boss that was harder than the end boss. Right now I can only think of two. FF7 had the weapons, and SMRPG had culex.
The problem is that the reward for beating the weapons in FF7 was stronger equipment. Having wasted the toughest things in the game, this seemed by many as pointless. In SMRPG you got the quartz charm, which stopped sudden death blows. I also think that was pointless by then.
The real question remains then: What are acceptable rewards for defeating a boss that is harder than the end boss? List as many as you see fit.
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Post by christi on Jan 27, 2005 6:18:00 GMT -5
Yeah, gaining stronger weaponry doesn't really make a lot of sense; if you've just managed to defeat the strongest boss in the game without said weaponry, you probably shouldn't have too much difficulty with anything else. The only thing I could see is that if one were on their second (or more) playthrough of the game, it would make completion a lot quicker... but if they were on their first playthrough, they might be disappointed at how easy the final boss is to defeat with their "ultimate" weaponry.
So, I'm thinking... maybe a special ending? Something that wouldn't necessarily throw off the game's balance, but at the same time, reward the player for going the extra mile. I'd think that was pretty cool, anyway.
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Post by Tinbok on Jan 27, 2005 7:31:16 GMT -5
I think what I might do is put in an extra level if you defeat an enemy harder than the end boss. I'd make it so this level is very challenging, yet, would give a lot of experience (since it's very hard to get to 99). I think that's what I'd do. Just to give the player a challenge if he/she is bored, and has already beaten the game or something.
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Post by The Final Rune on Jan 27, 2005 9:38:27 GMT -5
I plan to use a 'New Game+' option in my game, where playing through the second, thrid time etc. allows the player extra goodies.
Including but not limited too: *Keeping current level, skills, weapons etc. *Openning a new dungeon to explore *Adding new optional Boss battles *Adding a new side quest enabling the player to acquire the passcode to the game
These are just a few ideas I've had swimming around in my head.
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Post by Dungeon Warden on Jan 27, 2005 12:17:31 GMT -5
I know in Parasite Eve, there was a bonus dungeon with a final powerful boss that concluded with a new ending that tried to explain some of the strange occurences that happened during the game. The new ending wasn't as good as the regular ending , but it did give you a new perspective on the game. Parasite Eve also had a Game+ system so that you could build your levels untill you were finially tough enough to make it through to the final boss. That bonus dungeon was really tough.
It might be interesting to include extra information and explain some back story after beating a powerful enemy as a reward.
Another idea (used in Arc the Lad) is to include a special character that can be used when you play the game a second time - changing the story slightly. In Arc the Lad you needed to unlock the character in part 1 in order to find the character in part two. That might be an interesting option as well.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Jan 27, 2005 16:21:41 GMT -5
Actually, several of the bosses in the last chapter of Mario RPG had sudden death moves (Boomer, Ding-A-Ling, and Smithy), so the Quartz Charm came in a bit handy, even if you were already at Smithy when you got it. True that the item wasn't totally necessary if you were able to beat Culex, but not totally useless.
Reminds me of the Omni Mask in Zelda: Majora's Mask. Totally made the final battle a disappointment.
As for the reward, something unlockable like a Developer's Comments or maybe the ability to rewatch all the cinemas you've seen in the game without having to play through again.
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Post by KingSpoom on Jan 27, 2005 19:14:56 GMT -5
Well, perhaps the only reason it was useless to me is because I never missed a timed defense or attack... which prevents mortal blows if I'm not mistaken.
I may have an idea if I do infact make such a boss available. There certainly is an opportunity for it to happen in my game, now I just have to decide on what details to include, if any.
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Post by vespuleth on Jan 27, 2005 19:37:02 GMT -5
this is definitely something i have pondered. i like the ideas of story offshoots and cinema replays alot. i think i would like 'developers notes', if i completely understood dragone's implication. special characters are also an option, though i dont know that the player should have to wait until the second playthrough. another option is something like the 'tear of fates' (i think thats what its called) from Chrono Cross, that would allow you to keep characters, items, and levels, and stuff like that. of course, then youd have to do something like in Legend of Mana and introduce a 'no future' (very very hard) mode. i hope the thoughts here are incomplete, because i would like to hear some more ideas. esspecially if i am ever to work something like this in my game.
i think that the only option for items is either the 'tear of fates' type item, or an item that is not super powerful, but highly valuable. like a 'megalixer' (dont know if i spelled that right) would be appropriate, if this was one of a few or the only way to get it.
all in all though, im not sure there should ever be an enemy harder to beat then the final boss. maybe in terms of endearment, but not flat complication.
example: most tactics game have a ... survival side quest. one where you go through level after level of combat, w/o any way to heal up. due to the length of it, and sometimes the challenge (anyone whose gone through deep dungeon in Tactics Ogre knows what i mean), it can be quite the nightmare. but the final battle should always put the player against something unparalleled, in my opinion. On that note, every boss should break new ground in complication.
But im not eliminating the idea all together. There are ways to make battles complicated w/o making super powerful bosses. one is endurance, as stated earlier. have the player go through a number of battles. another way is by modding the default combat set. make the player go through battle w/o his teammates. make him unable to use magic. things like that. or you could do a combination of the two (something like ff7 battle arena).
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Post by Tinbok on Jan 27, 2005 20:23:28 GMT -5
For anyone who's played Demon's Crest, an SNES game, (In my opinion, it was an awesome game), there was a boss who was unbelievably (may be exaggerating a little, but nonetheless, was very difficult) hard. After defeating him, you get the most powerful suit in the game, which made you extremely powerful, and an alternate ending. Upon getting this suit, the end boss is much much easier. Things like this don't really make sense as you guys posted earlier. I think maybe you can put the optional boss in there once you beat the game or something. Just a suggestion.
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Post by Doan the Nado on Jan 27, 2005 20:47:37 GMT -5
I pretty much think that the bonus material is the way to go. Developer's notes, additional cutscenes/endings, new dungeons, alternate playthrough... All these things would be fine rewards, but I, too, agree that uber-powerful weapons make no sense whatsoever.
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Post by BloodKnight on Feb 1, 2005 23:41:42 GMT -5
Well, I have a hidden boss, and he gives you some good equipment. But, to offset the god-like monotony there's an incredibly hard difficulty, to which you can test out your equipment(as only four items can be taken to the next game...eh, I'm sure you'll find out someday lol).
The only rewards I can think of for beating the hardest boss in a game is an alternate dialogue option(which I might use) that changes some of the game's lines to seem funny or whatnot, an ending that explains more of the game in some way, a feature that allows you to do something like save anywhere, and maybe a passcode to get something in another game, that'd be cool.
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