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File: unkillable boss.jpg (154 KB, 638x482)
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What is the game design logic behind putting an unkillable boss in your game?
Is it some kind of meta gaming industry commentary or something?
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File: 1752910957063500.png (637 KB, 1200x645)
637 KB PNG
>>739040269
You're going to complain about these cunts being unkillable and not fucking Vagullion? Really?
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>>739040269
Usually it's for narrative purposes because a naive player expects to be able to defeat any enemy they encounter, until it's the big bad themselves or their favorite henchman coming in to whoop your ass early. Feels more personal than a cutscene if they kill your character(s) in gameplay.
Bonus points if the boss is actually winnable, but it's just exceptionally difficult to do on a regular playthrough.
Ludokino if beating them changes the ending.

If done without any narrative purposes, I guess it's just to see if any player actually attempts to kill them in an unintended way, or for the mystique.



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