What do you think of bosses or enemies that are deliberately designed to be unfair? Or next to impossible to avoid taking damage to?
The Question is always, what’s the purpose of this? What skill are they trying to test? Is the skill they’re trying to test actually interesting under those constraints?
FPS games now all have unfair enemies. You can’t realistically avoid damage from them. This means they’re a game of attrition, and the player has regen health, which gives them the edge over the enemies. The skill is, can you get some damage out before you’re killed and pop back into cover before you’re dead. The end result is fair, but we’ve precluded a lot of possibilities from the system as a result and sometimes RNG shits on you and you just die.
RPGs have always been similar, you’re constantly taking attrition and trying to deal more attrition to the enemy than you’re taking. And sometimes RNG just shits on you and you die.
Sometimes I run into enemies or bosses that have some attacks or patterns where it’s unclear that there’s meant to be a consistent way to deal with them at all, like the Omega Metroid in AM2R or the original final boss of Axiom Verge, or a ton of the enemies in Axiom Verge. I consider these to be faults with the game. These enemies can just mob you and you don’t really have a way to get them off you and the solution is kind of just to kill them on sight, or from offscreen and that’s really dull. There’s no counterplay.
Some games are based entirely on this premise, like I Wanna Be the Guy, which basically has hidden stuff ready to kill you at every turn, breaking whatever rules it establishes just as quickly as it establishes them, and I wouldn’t call it good design there either. It works as a work of media mostly because the whole thing is kind of a game design joke. They deliberately fool you in all these different ways and it’s really funny to see how they’ll fool you next and once you see how it’s done, the game gets fair again as you understand the challenge, because usually these games are completely deterministic. I wouldn’t call it good design overall, because these games tend to end up rather constrictive and shallow, but it works well enough to serve it’s purpose, and it’s nice to have these types of games around for the sake of variety.
Sometimes you get attacks like this in not-joke games, there’s an attack that you can only counter if you’ve seen it before, but it adds an interesting dynamic to a fight that you couldn’t get otherwise. An example I was discussing in my discord recently is DkS3’s Lorian, who has an attack where he teleports directly on top of you and helm breaker’s your ass. The attack has a clear tell with both an audio and visual cue, you can identify it reliably every time, but if you’ve never seen it before, you’re gonna get hit 100% of the time, unless you’re very lucky and happen to be running. I think the attack is a very valuable addition to the fight, and that’s worth the cost of it being unfair the first time you see it. Good feedback is really important, but designing everything to be perfectly understood the first time you see it is restricting, preventing some dynamics from being possible. Sometimes trial and error is the only option, but you end up with a net gain you couldn’t really get otherwise. It is kind however to add a training antepiece to help teach you the thing in a safe environment before you gotta do it for real though.
I’d make a similar case for Shin Megami Tensei being unfair in a good way. A lot of the times you can encounter a boss that your team just straight up isn’t ready for, and a lot of these bosses have a certain gimmick. This can prompt the player to better engage with the fusion system, because grinding levels takes forever, and fusing strong demons is usually the way to win.
Trying something out and learning through failure is a pretty common part of games in general. Would be nice to have a self destruct button in SMT though perhaps, to make the iteration cycles shorter, save some time.