graham
@graham asked:

Have you constructed any sort of intuitive model for "effective boss battle design in Souls Games" after all of your work deconstructing their AIs?

I think the biggest thing I took away from that is that there are a lot of different ways effective bosses can look. Some of my favorite bosses had incredibly complex AI scripts, but others were much simpler and more of the challenge was in the high danger of the few moves they presented. I think the games are at their best when there's a lot of variety in the challenges they present the player.


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