A cornerstone of the God of War series, is clearly creating large scale set pieces. I say set pieces because these encounters feel more like self contained mini experiences rather than traditional boss battles.
TECHNOLOGY
- Centering the game around segments that don't necessarily fit within the modelling of moment to moment gameplay means that specialized tools needed to be developed for creation of these segments.
- In GOW3 several boss battles take place on top of moving entities such as titans. During these encounters the characters respond dynamically to movements on the parent entity itself.
- This infers the existence of a system where child objects of a particular joint respond to transform changes of the parent object.
- However, these transform changes couldn't possibly be entirely systemic. A large amount of manual effort must have been involved in aligning attached entities during animation steps.
- In addition, collision on attached entities must have also demanded intricate collision meshes to allow for battles to take place on the parent entity.
PACING
- Each encounter typically has several different stages, with each stage having an epic cinematic payoff.
- Sometimes an encounter can play out over the course of an entire level.
- This affects pacing quite dramatically, as it allows for each stage to be consistently high octane with a tension release in between stages rather than during the battle.
- It also allows for the opportunity to contextualize the encounter over time.
Eg: Poseidon's encounter progresses from an attack on Kratos to an attack on Gaia placing Kratos' vehicle in jeopardy.
PROGRESS
- Enemies don't have explicit health bars. Instead, what is made evident is how the beast can be defeated. This is also a means for players to gauge their progress in the battle.
Eg: Kratos defeats Hades by literally cutting away pieces of him.
- In addition most larger bosses also tend to have avatar changes over the different stages also indicating a sense of progress to the player. These avatars also help visualize the characters arcs of the bosses within the battle.
HADES REGULAR AVATAR
HADES ANGRY AVATAR NEAR DEATH
ENCOUNTER INITIATION
- Clearly a lot of effort goes into making each encounter feel unique.Nevertheless, certain characteristics of a classic God of War encounter are identifiable.
- Encounters tend to begin at surprising moments without announcement.
HADES ATTEMPT TO RIP KRATOS' SOUL AT INITIATION
POSEIDON'S SUDDEN EMERGENCE
PLAYER'S INITIAL REACTION
- A player's initial reaction to boss' at this scale tend to be instant aggression. Therefore, typical first responses tend to be furious hammering of attacks at the boss.
- To accommodate for this player behavior, bosses tend to begin by slowly paced similarly styled attacks.
- These attacks tend to be agnostic of player position, making evasion fairly simple.
- This stage could even be marked by diminished attack damage as the player will undoubtedly be hit a few times.
POSEIDON'S INITIAL UNI-DIMENSIONAL WATER BREATH ATTACK
HADES' INITIAL UNI-DIMENSIONAL STOMP ATTACK
BUILDING IN NUANCE
- Eventually the player deciphers the animation that maps to the boss's attack preparation and eventually learns to either block or evade the attack depending on blockability of the attack.
- As the battle progresses, boss attacks tend to require more specific player evasive action.
- There is almost a sense of puzzle solving involved in deciphering the required evasive action which could range from flying on impact, continuous rolling, rolling to a specific position etc.
- This phase gets compounded by adding multiple attacks forcing the player to maintain an attack - evasion mapping in his mind.
- This also causes players to attack from positions where they can realistically react in time to avoid impact.
HADES' EARTHQUAKE - REQUIRES PLAYER TO FLY
POSEIDON'S PINCER ATTACK - REQUIRES PLAYER TO BE AT PLATFORM CENTER
PLAYER CHEATS
INVALIDATING PLAYER SCHEMA
ENCOUNTER FRAMING
- Memorable GOW encounters don't always involve a boss. Sometimes waves of enemies can be just as engaging.
- Simple things like how these encounters are framed can add pressure on the player.
- For example, stating that 'wandering souls' need to be killed before they are converted into Hades army is so much more effective than simply dropping undead creatures.
FEEDBACK LOOPS
- The game has a variety of types of beasts differentiated on various axes.
- By combining different categories of beasts, the game builds in feedback loops making encounters easier or more difficult.
- For example, a positive feedback loop occurs by adding grabbable characters. This gives the player breathing room to take a break from the action or evade attacks from other monsters.
- A negative feedback loop occurs when a combination of two monsters can deal greater damage. Eg : Medusa with other quick attacking characters can instantly kill Kratos by turning him into stone and then shattering him.
Another interesting component is that there exists triangular high risk, high reward built into the negative feedback loops.
For example, players can use Medusa's stone flash attack to turn into stone other monsters. This however, comes at the risk of Kratos being turned into stone himself.