This is part two of an x-part series summarizing the design of one of the greatest games of all time, SOTC. Part 1 can be found here.

Welcome back to Design Theatre! Today, we’ll take a look at how Shadow of the Colossus (SOTC) was designed in its first major sections of gameplay.

There are sixteen bosses in Shadow of the Colossus, each with a unique twist on the “stab its vitals” formula. The first boss, a giant wandering colossus with a club, is by far the easiest, only requiring the player to climb up its leg and stab its head to defeat it. However, at this early point in the game, the player doesn’t yet know they have to do this, and since the player has likely never faced something this large in a game before, they panic. The battle serves as a tutorial, teaching the player the fundamentals of how to defeat a colossus, without giving them all the answers. For example, it is hard to imagine that the latter bosses of the game require the player to utilize their environment in creative ways to defeat them, yet the goal – climb the colossus and stab it with your sword – remains the same. From this section we learn:

#5. In the beginning of a game, introduce a short-term goal that shouldn’t change for the duration of the game.

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