Epic Mickey
Choice and Consequence were pillars of the game as well as the boss fights.
As a major gameplay pillar of Epic Mickey was Player Choice, each fight needed at least two solutions; one using paint (good) and another using thinner (evil). Both the Petetronic and Hook fights would have two main paths the player could take, with the Hook fight having three.
Nintendo classic boss fights were studied in the design and ramping of our fights.
I researched Nintendo's fights in Super Mario Galaxy as well as the Legend of Zelda series and used them as templates to mimic. Similarities are pretty obvious, but much was learned in doing so:
- Putting bosses into phases allows clear ramping. In the case of Petetronic:
- Phase 1 is simple and easy, teaching the basics of the loop required to push the fight forward.
- Phase 2 ramps a behavior to add complexity for the player, but the goal remains the same.
- Phase 3 is the most difficult, layering in another behavior for complexity, but maintains the gameplay goal of Phase 1.
- Expect that the player can only pay attention to one thing at a time. Be sensitive to how much you're asking the player to understand at any one moment.
- This gets to not only fight complexity, but also options available to the player.
Choice and Consequence were pillars of the game as well as the boss fights.
As a major gameplay pillar of Epic Mickey was Player Choice, each fight needed at least two solutions; one using paint (good) and another using thinner (evil). Both the Petetronic and Hook fights would have two main paths the player could take, with the Hook fight having three.
Nintendo classic boss fights were studied in the design and ramping of our fights.
I researched Nintendo's boss fights in popular IPs and used them as templates. Much was learned in doing so:
- Putting bosses into phases allows clear ramping:
- Phase 1 is simple and easy, teaching the basics of the loop required to push the fight forward.
- Phase 2 ramps a behavior to add complexity for the player, but the goal remains the same.
- Phase 3 is the most difficult, layering in another behavior, but maintains the gameplay goal of Phase 1.