On the Fight! Mailing list, we had a discussion over "Cheap" boss fights. You know the ones, the ones that usually leave you grumbling and trying not to throw your controller into the wall as you restart the fight for the 30th time. It's completely unfair, you spend most of the rounds beating up helpless foes, and then all of a sudden, you get to the end, and that difficulty curve becomes a wall. You know what I mean, fighters that are immune to techniques that you may have used throughout the game, or in some extreme cases, literally "read your mind" (ok, read your joystick inputs to counter a move before you can even get it off). But we still do it, why? Well, one is the near masochistic nature of gamers to keep throwing themselves at the wall until they find the right way to get over it. The other reason is because.. well.. then you have bragging rights.
I'll use a non-fighting game example for this. In that popular MMO (you know the one I'm talking about right? The one with the orcs and the humans and the.. yeah, you got it), early in the levelling process, there was a wandering boss who would randomly travel across a dark forest. His aggro range was incredibly long, and it seemed like every time you were caught up in a tough fight, well, here would come "that guy" to smack you and take you down in two hits while I screamed in rage. I became almost paranoid, whenever I got a new character in that area I would be constantly looking around for "that guy". It became tradition, any time my high-level heroes were in that area, even though I wouldn't get any benefit to doing it, I would hunt that wandering boss down, just for revenge and to prevent him from bushwacking others.
In most genres, they tell you to avoid making one dimensional bosses... that a villain is still "The Hero of his own story". In fighting games, that rule can go out the window. Usually Fighting Game Bosses are pretty one dimensional. They want SOMETHING, and they are willing to do anything necessary to get it.
Some want worldly power.
Some want fighting potential.
Some want immortality.
Some want fame, glory and all that goes with it.
But the thing that makes a Hero a Hero, and a Villain a Villain, is that for a hero the Ends don't justify the means. For a villain, the ENDS are the Means.
This is not to say that villains are all cackling world-threatening baddies (not that there's anything wrong with that). It's a matter of how far would you go to get what your desire. Looking for the fabled Fountain of Youth didn't make Ponce de Leon a villain, according to myth, it was the steps he was supposedly willing to take to find it that crossed that line.
Let's take the prototypical example of a martial artist who wants to unlock the ultimate secrets of his style, to become an invincible fighter. Sounds like your average fighting game contender right?
Now let's say that he discovers that to unlock these secrets, he needs to "sell his soul", either in a figurative sense (tapping into powers that warp the body and soul), or in some cases quite literally. A Hero might be tempted, but knows some prices should not be paid. A villain? Any sacrifice is really no sacrifice to them, because there is no price they will not pay, to themselves, or others to get what they desire.
Not all Villains are lost. Some have made bad decisions in the past, and are paying for them now, seemingly foreclosing on options for the future. Others are driven by personal goals. In those cases, the line between villain and hero can blur. Someone who is after the man who killed his family is surely a hero, right? They're not a hero however if they're willing to cross moral lines, to sacrifice others without a second thought, or to betray that which they hold dear.
Boss Fight! has suggestions on creating new villains for your players to Fight! Some of them will sound adversarial. For example, a proper Villain may be designed from the ground up to specifically take away the character's usual fighting style, or have perks that heroes may not normally have. To a point, that's actually a good thing. You want your villains to bring your players out of their comfort zone, because a hero who doesn't need that little bit extra to defeat his enemy really isn't being heroic. The idea is to remember that you're working WITH your players, not against them. But sometimes it's just nice to make em sweat, isn't it? To look at your boss and say "How the heck am I supposed to beat THAT guy?"
Indulge in that,because here's the thing about being a villain.
Practice your knowing smile and evil laughter. Because remember how I said Villains find the ends are the means? Well, the means are here in this book. The ends is to create an opponent that your players and characters will remember for years to come) Practice things like saying "Those who oppose me will be destroyed.", and your evil laughter.
Because if you can translate the rules and concepts in this book to making the Bosses and Villains of your Fight game memorable, they won't be calling your Boss Fights cheap.
They'll be calling them Epic.