Hello, everyone! Welcome to Boss Design Studio, a new series where I overanalyze videogame bosses and tell you what I think of them.
In this post, we're taking a look at the final(-ish) boss of the first videogame I ever bought: Minecraft's Ender Dragon. So without further ado, let's talk about it.
If I had to sum up the Ender Dragon bossfight in one word, that word would be desolate.
First, allow me to provide some background. The world of Minecraft is procedurally generated, and it's full of things. In the main dimension, the Overworld, those things are mostly nature, both of the beautiful landscape variety and the plants-and-animals variety. You can also build a portal to a second dimension, the Nether, which is also full of things. Mainly lava and angry monsters, but also natural formations, ancient fortresses, and weird fungus versions of grass and trees. The Overworld has a lovely, cloud-filled blue sky with a sun (and stars at night), and the Nether is just sort of ambiently lit up. Probably from all the lava.
But there's also a third dimension, the End, accessed by finding a stronghold and opening the portal within it. In contrast to the Overworld and the Nether, the End is almost entirely barren; it has no plants and no animals, and the entire dimension consists of yellowish stone islands floating in a black void. Those islands contain three things: tall and rather creepy creatures called Endermen that attack you if you look at them, giant obsidian pillars with floating crystals on the top of them, and the Ender Dragon itself.
I apologize if I've bored you with that, but it's necessary to establish the contrast. The End, with its black void, bare stone islands, and titanic pillars, feels otherworldly, alien, and (can you guess?) desolate compared to the rest of Minecraft. Oh, and there's no exit portal until you've killed the dragon, so you're kind of stuck there until you do that (or until you die).
The bossfight itself is divided into two phases: breaking the crystals, and killing the dragon. While it's theoretically possible to skip the first phase, it makes the fight way harder, so in practice nobody does it.
The End Crystals atop the pillars send out healing beams toward the Ender Dragon, making the fight significantly harder until you've destroyed all of them. You do that by either sniping them with projectiles, or somehow getting to the top of the pillars and hitting them with something. I'd find significance in that, but I don't think there is any. The crystals and their floating cubes-within-cubes aesthetic do add to the eerieness of the bossfight, though.
(Oh, did I mention that the Ender Dragon doesn't just sit there and wait for you to weaken it? Yeah, it's still flying around attacking you while you're doing that.)
And now, after almost 500 words, we get to the actual dragon slaying. The Ender Dragon is actually not a very complicated boss; at any given time, it's either A) flying around shooting fireballs at you or running into you, or B) perching on the derelict exit portal breathing fire if you get too close. It's mostly black, which makes it kind of hard to see, and it spends a lot of time out of reach of your weapons.
The desolate nature of the bossfight comes mostly from the environment, and the fact that the Ender Dragon itself... doesn't really interact. It almost feels like it's not attacking you, it's attacking through you. It flies at you, but it doesn't change direction or stop or anything when it hits. It's entirely unstoppable; it annihilates most materials just by touching them, and the materials it can't instantly delete, it phases through without pausing. It doesn't have amazing aim with its fireballs, making them often just go past you and explode somewhere to your rear; this may or may not be a programming error, but it reinforces the "attacking through you" nonetheless.
This is the part where I'd normally talk about the boss music (or, rather, where I intend to normally talk about the boss music in the future). But although the Ender Dragon does have a designated bossfight track, "Boss" by Daniel "C418" Rosenfeld, it's not really a dramatic fight theme; there's background noise and random bells and synths, but it doesn't have a melody, and it's pretty quiet. Which means that really the only sounds heard in the fight are the dragon's roars plus the noise from walking and taking damage and shooting things, adding to the emptiness and (yes I know I've been using this word a lot) desolation.
I suspect that if I could play the entire Ender Dragon battle straight through and had time to get fully immersed, instead of breaking it up into 10-ish-minute chunks, this would be a rather haunting and eerie battle. Also if I didn't blanket the entire place in snowmen to keep the Enderman population occupied with things that aren't "getting in the way".
This has been Boss Design Studio. Tune in next time for... not the Wither. I don't plan on fighting that one (at least not properly) for quite a while yet.








