Boss (video gaming)

A final boss (also known as Boss, other variants are final boss, boss monsters or bosses, in the MMORPG jargon also BossMob ) is in computer games a particularly strong and resilient opponent, the player must defeat at the end of a period. The fight against a boss is within the course of the game a high point and marks the end of a level, a mission, a dungeon or even the game itself In some games, the player hits the middle of a level on enemies with bosses properties. This is referred to as an intermediate opponent or as a mini - boss.

Occurrence

Bosses are found in most game genres, where the single player mode is embedded into a framework for action. Especially often they are found in action-adventure, first-person shooters, role playing games, Jump 'n' runs and shoot ' em ups. In many games after the successful fight against a boss follows a movie that tells a climax or conclusion of the story.

Characteristics

Bosses are usually graphically particularly lavish, large monsters, which are superior to the player so that special techniques are necessary to overcome them. Thematically fit a boss in the theme of the previously -paced levels. They often follow certain patterns of movement and have special vulnerabilities. The player has to see through this and develop an appropriate tactic. Often occur boss, especially when it comes to the final boss, in several successive forms ( incarnations ), which must be defeated one by one. During the fight against a boss a display of the remaining hit points of the opponent or the current incarnation is often displayed, informing you how much damage this has yet to be dealt before he is defeated. Not infrequently, the fight against a boss may take several minutes in some cases even more than half an hour. After a successful battle, the player often gets a reward, such as a bonus or loot.

In 3D games, the fight against a boss often takes place in a specially landscaped level, which is usually applied to a large main room around and spatially limited in order to provide the player with no retreat. Not infrequently, the design of the level plays a special role in overcoming the final boss, for example, by the presence of traps, which must enable the player (example: Chthon boss in Quake ). Most often, the design of the room is also tailored to the attack tactics and skills of the final boss. An example of this are, among others, higher -lying levels to which the boss can jump up to prepare for a stronger attack.

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