Video games, like all forms of entertaiment, have their own set of idiosyncratic formal conventions. All the Zelda games have a series of dungeons, broken up by exploration, where you collect items to defeat the final enemy. Horror games have a slow pace, shuffling zombies and stupid camera angles. Platform games have hateful jumping puzzles and take place in a strange world where whacking a box turns it into money. Conventions like this can be useful because they provide a formal framework in which the game designers can work. The form gives the player context and helps to set expectations, the same way the formal structure of a film or a piece of music informs the viewer or listener about what should be coming next.
However, while some gaming conventions are useful enough to have evolved into a sort of form, most head over the line into the territory of annoying cliché. There are too many such game design sins to list here: useless backtracking for keys, juvenile puzzles involving 8 tiles in 9 spaces or the Towers of Hanoi, and of course, stupid savepoints. However, the single most damaging game design crutch is the Boss Battle. We are here to say that Boss Battles are stupid and should be annihilated.
(more…)