Tuesday, July 22, 2025

THEY CAN’T ALL BE BOSS FIGHTS

The “boss fight” is a time honored trope in the world of Role Playing Games, from tabletop to videogame, from console to computer, and whether you know them as bosses or BBEG (Big Bad Evil Guy), the experience is the same: you get to fight someone that is clearly a cut above the dungeon fodder you’d been mopping the floor with up until this point.  After countless battles against goblins and kobolds, or slimes, or sentient heads of lettuce (yes, this was an enemy in Final Fantasy 6), you run afoul of…a gigantic snail that stores lightning in it’s shell (yes, also an enemy in Final Fantasy 6), or perhaps some sort of dragon or an evil knight or something like that.  It becomes immediately apparent that these battles carry significance, as quite often the music changes, and the tactics that were previously slaughtering minions wholesale are now barely registering as effective.  We’re going to need to pool together ALL of our resources, and quite often, after the battle is fought, our party is in need of healing and resupply.  And it is precisely BECAUSE of this that not ALL battles can be boss fights.


Yes, this WAS the first boss I ever fought in an RPG, and I thought he was ridiculous even all the way back then


Boss fights are significant events within the realm of the game.  They tend to be milestone markers and rites of passage: an indicator that you have progressed to a “new level” in the game and, upon completion, validation that you have the appropriate skills to take on even BIGGER challenges.  Sometimes this is even underscored to the point that the first boss you fight in the game later becomes regular dungeon fodder, like fighting a demon known as “The Butcher” in Diablo, only to encounter many similar demons in the later parts of Hell.  And, in turn, as a rite of passage, we tend to walk away from them with the scars to prove our experience.  They are a draining and taxing encounter, and once completed, rest and recovery are in order.  If one were to go straight from one boss fight to another, they would surely face annihilation, the exception, of course, being FINAL bosses in games, which DO tend to be a series of boss fights linked together, culminating as the “capstone” experience of the game, where all the stops are pulled out and we have to REALLY prove how far we’ve come.

 

Which, in turn, leads to the argument of the NECESSITY of the NON-boss fights in the game.  We NEED these insignificant battles that string us from boss fight to boss fight, for they truly are NOT insignificant and, instead, hold the true significance of the fights themselves.  It is FROM these non-boss fights that we learn, grow, and develop those skills necessary to achieve victory IN the boss fight.  Funny enough, one of the clearest examples comes not from an RPG, but from the original Super Mario Brothers for the Nintendo Entertainment System.  Bowser, the fire breathing turtle lord, awaits us at the end of his dungeon as our first ever boss fight, but to get there, we jumped on goombas and stomped on koopa troopas and kicked their shells and launched fireballs, grabbed stars, jumped from platform to platform…and effectively learned all the skills needed to defeat Bowser upon encountering him.  Had the game just thrown us Bowser at the start, we’d perish, having no idea how to overcome him, but the game TAUGHT US how to win simply by navigating from left to right, and it allowed us an opportunity to accumulate extra lives along the way so that we’d have the resilience to survive this encounter and move on to the next level.


This was sheer terror in 8-bit form back in the early 90s


All this talk about video games and RPGs and where are we headed?  I know I’ve been guilty of this: trying to turn every training session into a boss fight.  Hell, I’ve played boss fight music IN my training sessions.  And there is certainly a time and a place for boss fights in our training, but not EVERY training session can be a boss fight.  Boss fights are significant events that have negative impacts on our recovery: they are taxing and place a great demand on us to recover.  If one is to stack a boss fight on top of another boss fight, over and over again, they simply never grant themselves the necessary amount of recovery to actually grow from the process of training.  They simply run themselves into the ground and die, metaphorically or otherwise.

 

Those non-boss fight training sessions are what SHOULD make up the majority of training, just as they do the majority of a good game.  And just like how those fights are teaching us how to play the game, they’re teaching us how to win the boss fight OF our training.  These training sessions are the learning sessions: we try to grove strong and crisp techniques so that our bodies LEARN what success feels like, we find ways to progress from workout to workout to perpetuate a positive feedback loop and, in turn, we understand that progress does NOT necessarily mean “more weight on the bar” each workout.  We progress with faster reps, cleaner reps, less rest between sets, more sets than last time, more density, etc etc.  We often come out of the training session feeling BETTER than when we started, because these sessions are SUPPOSED to make us better.  We know the boss fight is coming, and we are preparing for it by NOT being too destroyed by the time it shows up.  If we have to kill ourselves on the WAY to the boss fight, it’s a sure sign that we’re underleveled for this part of the adventure, and need to spend more time grinding away and developing ourselves.


May need a few more sandwiches along with those levels...

 


And much like how the boss fight/minion fight paradigm exists within the scope of from training session to training session, it ALSO applies from training CYCLE to training cycle.  It’s blatantly obvious that some training programs are just plain harder than other.  Deep Water is a harder training program than Easy Strength, which neither author will take umbrage with me saying, as the names alone are dead giveaways.  It’s not wrong to run either of these programs, but it’s worth appreciating that, upon running a Boss Fight program like Deep Water, the smart move is to move onto something like Easy Strength, in order to take a little bit of time to recover, regroup, and grow for the next program.  Hell, Deep Water itself acknowledges this within it’s own program, with Deep Water Advanced being a different animal from Deep Water Beginner and Intermediate, focusing more on AMRAPs vs fixed reps, sets and percentages, and we see this same approach in Super Squats with the two different 6 weeks workouts to alternate between.  Dan John lays out structures like this alternating between Armor Building Formula, Easy Strength and Mass Made Simple, Tactical Barbell structures this with the Operator-Mass-Specificity layout, Dante Trudel has this with “Blast and Cruise” on DoggCrapp, Jim Wendler’s Leaders and Anchors function this way, etc etc.  And I write this fully acknowledging I cobbled together my infamous 26 week gaining plan that is 6 HARD months of training, but ALSO acknowledge that, once that plan was done, there was never a recommendation to run it again right afterwards.  The bigger the boss, the longer the time needed to recover, and one can certainly argue that the 26 week plan fit within that “final boss fight” capstone I mentioned earlier.

 

All this to say that we have to have the maturity to understand that a game of ALL boss fights simply wouldn’t be a fun game.  Boss fights are significant BECAUSE they are significant: there is some gravity to the situation because it’s immediately apparent that this is “different” from what we’ve encountered previously.  Much like how, when we try to make a greatest hits album, it just makes us appreciate all the songs on it a little less, if ALL we ever did was fight bosses, none of them would really seem all that cool or significant.  We’d end up minimizing their significance and ultimately robbing us of the fun and wonder of overcoming them.  The same becomes true in our training: trying to turn every single training session into some sort of significant rite of passage style event just ends up souring the whole experience while stagnating our own growth.  We NEED those fodder fights BOTH to allow us the ability to grow and improve en route to the boss fight AND in order to make the boss fight carry the significance it needs to carry.  Spend the appropriate amount of time doing battle with goblins and heads of lettuce UNTIL they are comically easy SO that you’re able to advance past the boss onto the next level and start the whole process all over again, after you’ve achieved your adequate rest and recovery.  You’ll appreciate the next boss fight all the moreso for it.

1 comment:

  1. As I'm getting busier with work and studies, I'm relating a lot more to an earlier article you posted about "NPC training" and how simply just doing sub-optimal training for years, is better than the best training done sporadically or for short periods of time.

    I'm dialling a lot of my training back to just "big lift, and 1 assistance exercise to help keep it chugging along" plus conditioning as often as I can.

    I'm not planning on having any boss fights soon, but when life circumstances get more secure, I'm definitely planning on having more brute strength to show up to the boss fight with, which in my case would probably be competing in powerlifting again.

    As usual, thanks for the great article.

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