You know what I hate? Video game bosses with waaaaay too much health, and video game bosses with multiple forms.
Dangit, I beat it once, and then you pull out the "nope, it's got another form" crap, and then you do it five more times?
I also hate hate hate that thing where they make you fight all the bosses in a row at the end of the game, as if Boss fights were something you looked forward to, instead of the part where you have to get your brother to do it for you.
This is, in fact, why I will never buy Binding of Isaac.
Boss fights should be a way to test how you mastered the stuff you learned earlier in the game, or, like, some sort of puzzle.
Like, the second boss in this video:
He's too high for your jumps to hit him, and if you jump into the claws they hurt you, and the bullets hurt you. Your instinct is to run around and avoid everything, especially because you only get 8 rings.
You jump on top of the paws and use them like you did the platforms in the level preceding this boss, as a way to get to stuff you couldn't before. When I was a little kid, we felt like genuises for figuring it out.
If they're just regular enemies that take 200 hits instead of 3, it bugs me.
The bus routes used to be letters, but they've changed them into colors. Plus the "coffee route", which looks designed to get you between campus and downtown where the cafes are. I guess that's cool?
i understand your other two descriptions (well, somewhat) but not that one.
The third one, you mean?
"Progression" was kind of a weird word. More like "customization." Eg, you want to play a gearhead, so you invest points in the Repair skill, regardless of its bearing on gameplay.
i mean i don't get the feedback loop one you're complaining about
and to less extent i don't get the personalization one.
Feedback loop: The gradual increase of player capability serves to give the player incentive to continue. Completing missions becomes more compelling when it comes with a reward external to just getting further in the game
Personalization: As the player ranks up, they gain the ability to develop a unique playstyle
I mean, I get that since I've used Skinner box as a description before, but this is Kex and he's gone on record as not always most easily saying what he means (which I hope he doesn't mind my saying here). Reading it charitably, or honestly and in my case, different from how I wanted to at first makes the most sense.
It's the "I don't find this genre to my tastes and this is why" argument
there's nothing wrong with enjoying a Skinner box
calling something a "skinnerbox" is inherently insulting.
Not really? At least, I didn't intend it to be insulting. I was literally just describing the means by which a game like that is fun, in this case it's the promise of material reward at such a pace as to be consistently satisfying.
Comments
Otherwise I like em.
If it's the final boss, however, I think it should feel like an epic fight - something a bit more protracted than your average boss fight.
i don't remember the tricks for fuckin it up. i guess killing the lil subbranches
ohhhhh you extinguish it with tidal wave
I love boss rushes. Bosses are my favorite part of a game, so I'll like fighting them.
Dusty thanks you too. :3
I just want to boop to snoot
*boop*
Wait...
and to less extent i don't get the personalization one.
skinner boxes are devices for training animals, it seems insulting to me