Mario & Luigi Superstar Saga: Boss battles and cybernetic rituals.

After what seems like an eternity, I have beaten the final boss in Mario & Luigi Superstar Saga. The game as a whole is not at all difficult: the play mechanics are introduced very gradually to minimize confusion, and the enemies are for the most part pushovers. It helps that the player has the ability to dodge any attack by jumping or counterattacking at the right time. This particular mechanic makes most battles easy and fun, but it leads to difficulties with the final boss. Where most enemies have one or two different attacks for which the specific timing of the dodging action can be learned with a little practice, the final boss has nine different attacks, some of which are obnoxiously difficult to avoid. It goes without saying that the boss’s attacks do quite a lot more damage than your garden-variety Goomba, and when it strings together three or four strikes in a row before you have a chance to heal, a minor slip in your timing can lead to a quick and painful death.

This is the problem I’ve always had with boss battles: they boil down to a mindless yet unforgiving call-and-response between the boss and the player, a square dance where the boss shouts out the steps, and the punishment for missing a step is death. Janet Murray distinguishes between activity and agency: “For instance, in a tabletop game of chance, players may be kept very busy spinning dials, moving game pieces, and exchanging money, but they may not have any true agency. The players’ actions have effect, but the actions are not chosen and the effects are not related to the players’ intentions.” To Murray, agency — the ability to make choices that have substantive effect on the world — is a key component of successful interactivity: “When things are going right on the computer, we can be both the dancer and the caller of the dance.”

If boss battles lack agency, though, and agency is a key source of pleasure in games, then why do people consider boss battles fun? Michael Mateas suggests at Grand Text Auto that agency isn’t the only pleasure to be found in interactive media. Talking about the interactive fiction Dead Reckoning, he says that “interaction must be inducing some other phenomenal experience than the feeling of agency. And this experience is rooted in the solving of puzzles.” His description of some of the affective qualities of IF could be applied to the final boss battle in M&LSS: decoding logical structure (understanding the boss’s attacks), problem-solving (figuring out how to dodge those attacks), experiencing a transformation of the player’s understanding of the world (well, not sure about this one), resolving the narrative tension (getting on with the plot after winning the battle). There’s definitely a square-peg-round-hole feeling to that mapping, though. Describing boss fights in terms of puzzles really only works inasmuch as every experience in our lives could be described in terms of puzzles: you can make anything fit as long as you shove hard enough.

Of course, Mateas isn’t really suggesting that puzzle-solving is the One True Phenomenon that will explain interactivity: he’s just suggesting one possible phenomenal effect of interactivity, and asking whether there might be others out there. Jill Walker hints at some in her essay “Do You Think You’re Part of This?” Discussing the use of the second person to force a player/reader into playing along with a text, she says that “When you play a game… you are more than a voyeur. You enjoy that feeling of being part of the text, part of the machine. Do you enjoy the limitations of your participation: the feeling of being forced, of submitting? Is this the pleasure of ritual?” According to this, we can find pleasure in the successful execution of ritual, even when that ritual requires us to give up our sense of agency.

This pleasure isn’t unique to electronic media. Nearly all performing arts involve adhering to a score, a script, or some other form of direction. The pleasure that musicians find in performing a Beethoven string quartet is different than those they find in improvising a solo over the changes to “Django.” In the latter, there is a high level of agency present: within the basic chord structure, the player has complete freedom to choose what phrases to play, and those phrases transform the piece and turn it into something new for the listener; in the former, there is very little agency, but there is great satisfaction to be found in the melding of the players’ instruments and the passing of the melodic line from voice to voice. The performance is a ritual with its own conventions, and engaging in those conventions as a group gives the players a nice feeling of unity.

This pleasure — the pleasure of unity in ritual — is what we feel when we successfully play the final boss in M&LSS. I’ve talked before about playing with a game instead of against it. The final boss is a prime example of this: the only way to win is to participate in the ritual forced upon you by the boss, to attack, evade, and counterattack at the exact moments it wants you to. Once you get over this lack of agency, though, you can focus on the pleasures of performance and convention, and find a weird (and sort of creepy) cybernetic unity with your Game Boy through this performance.

3 Replies

davin

I say this as an extremely casual videogame player, but the ritual aspects of boss trouncing always annoyed the hell out of me. No doubt much of this is due my irregular video game habits, which means that I mostly lack the hand-eye co-ordination required to dance the minuet with the boss, and unfortunately (to strech the metaphor a bit) in this case it's *my* toes that get stepped on. Over. And Over. And over. And... you get the idea. A ritual asks us to surrender agency for the sake of something else: a larger endeavor, the comfort of regularity, a sense of belonging, a temporary relief from ego pressures, etc. Repeated failure that can only be overcome through the brute force of an afternoon's worth of attempts is a questionable exchange. At best it is something to be endured so I can move on.

So it is actually the puzzle aspect of boss battles that I find most interesting. Although it is cliche, I know going into most boss battles they will have a couple of phases of their actions, a series of attacks interspersed with time when they are vulnerable. Finding the right sequence of moves that allows me to avoid the former while discovering and exploiting the latter is what I find enjoyable about boss fights. Actually executing it once the pattern has been discovered always seemed like bookkeeping, which I suppose is its own kind of ritual but not one I take much pleasure in.

Paul Cantrell

Although I agree with the overall point you're making, I quibble with your use of the Beethoven quartet as an example of music making with "very little agency."

It's true that the score constrains performance a great deal, and a performer doing a Beethoven quartet has fewer degrees of freedom than a performer improvising a solo. Still, there are still many dimensions of the performance that are either loosely constrained or not constrained at all by the score -- performers can make all sorts of decisions about tempo, dynamics, the attack of the bow and the body of the sound, how one note connects to the next, and on and on. The idea of making "playing what's on the page," "sticking to the score," and "performing the composer's intention" the goals of performance -- in fact, the idea that these things even exist -- is largely a mid-20th-century invention. It reached its height in all of the early cold war wrangling over who was going to be king of the world culture hill, when people needed something objective to be competitive about. Computers belie this silly notion; compare the number of bits of information needed to encode a score to the number needed to encode a performance.

Of course, in the boss fight, the player may have many degrees of freedom as well -- dodge left or dodge right? But if agency is "the ability to make choices that have substantive effect on the world", then the player in the boss fight does not have it. Dodge either way, the result is the same: boss dies, you win; you die, you lose.

Unlike the boss fight, these freedoms the player has in music actually matter. Decisions about tempo and dynamics have a tremendous effect on the emotional effect of a piece; in fact, I claim that *most* of our moment-to-moment perception of the music hinges on subtle fluctuations in touch and timing at the edge of human perception. Our brain's speech centers differentiate consonants based on 10-30ms transients, for example (IIRC), and it's hard to imagine that at least some of the same neurons aren't engaged when listening to music.

Even two performances of the same piece that sound nearly identical can *feel* very different, and different performances can sound radically different. These differences are at the performer's liberty, and whether large or small, conscious or unconscious, they're still definitely "agency" as Murray defines it.

joshlee

Good point, Paul. Perhaps I should have picked a different, less performer-centric example of scored music, like maybe Steve Reich's Drumming. In that piece, there is a specific effect that the composer is trying to acheive (a polyrhythmic moiré pattern), and any attempt by one of the performers to take liberties will damage or destroy that effect.

Davin, I'm a pretty big un-fan of boss battles, too; I think that in general even the puzzle-solving aspects are relatively weak. I'm mostly just trying to figure out what it is that makes the forced, directed, repetitive actions fun for so many people. If people didn't enjoy boss battles, they wouldn't keep putting them into all these games, right? I suppose it could be that no one really enjoys them for their own sake, and all the pleasure just comes from the adrenaline rush of slaying a big monster before it slays you.