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Level Design vs Boss Design

edited 2011-09-06 21:45:11 in General
They call me Rate Miser, whatever I see... turns overrated in my eyes...
Looking back at the games I've played for a few years now, I'm convinced that level design and proper placement of enemies that would be weak by themselves but strong as a team are way more important than bosses. Not only are there much more "level" than "boss" in most games, but also it's more creative and intriguing than making one enemy difficult. R-Type is a good example of what I'm talking about. I should upload some videos using the arcade version of the original two R-Type games in MAME to show you what I'm talking about.

For an example, the second-half of the penultimate level is easy if you have a force pod, If you don't have a pod, and if you died there you won't, it's actually one of the hardest challenges I've ever faced. Though I may be hypocritical in that case since I'm against games whose only difficult challenges are self-imposed, the game is hard enough and the checkpoint system is fair enough that I'm willing to make an exception. The boss after said section is pretty easy, force pod or no, if you know the trick to survive easily to kill it before its gimmick gets too much to bear, but it still fits as an acceptable breather regardless, requiring enough dexterity and strategy so that it's not tediously easy.
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