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Building Bosses: An Interview with WAR Game Designer Gabe Amatangelo

Posted Thu, Sep 11, 2008 by RadarX

All great videogame story arcs end with an epic battle against a powerful foe and Warhammer Online: Age of Reckoning is attempting to deliver that experience hundreds of times. With City, Public Quest, and Dungeon bosses galore players can expect to fight countless battles against evil and good. Ten Ton Hammer talked with Game Designer Gabe Amatangelo who gave us an inside look at how boss fights are created and what makes them so unique.

Creating fights like these requires careful planning and research which Mythic Entertainment has almost made into a science. Discussing the Gunbad dungeon for Greenskins and Dwarves as an example Gabe explains more. "We have a need somewhere for content, so we research the literature and the IP to find out what could make an interesting area. Once we have a theme locked in we think about what is going to be populated there whether it's some monstrous Squigs or undead. After we get all that pulled together we start thinking about monsters which could be epic enough for boss monsters and what tactics or dynamics to have in the fight."

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