Twilight Gap
Member
And destructible parts, like the precious Scarab boss from Halo 3, are just clever ways to hide a health bar. You have to do enough damage to the right places for it to blow up. Enough of that done and you can finally kill it. Now add that instead of one player it's 3 or more players shooting it. Now you have to increase that invisibile health bar to account for that.
Not really.
Let's put the Scarab in Destiny.
Yes, 3 people shooting at its legs to knock it down will make it go down faster than one person.
So put a weapon on the map, or some other mechanic that shields the legs. Now players have to knock out the mechanic to take out the leg.
Or let the boss repair itself so that if you "cheese it" by staying in one spot, you'll lose all the damage you just did to it.
But should taking down the leg be the only way to defeat Scarb? No, you could climb on the Scarab, so let's put warpgates around the map that require a player to stand on to build before you can jump on it. Now you have another mechanic thrown into the mix.
But does the Scarab have to stay still? No, it can move around, it can take players to another area, it can try to shake them off, or the environment can change such so that the gates disappear halfway through and you can no longer board the Scarab. Or maybe the Scarab is ignoring you completely and is trying to reach a destination, and it's your job to knock parts of the environment down to stop it. So you have players getting its attention while another player is positioning a crane, planting a bomb, etc. All of that is done with a giant ass boss that people will surely remember because it's visually impressive and has multiple ways to take it down.
You know what makes these bosses hard for randoms? It's not mechanics, it's the waves of adds thrown in to mask the absence of mechanics and give players ammo. Mechanics don't kill people in strikes - adds do, and the fights with adds in these bosses aren't even meaningful or interesting. They spawn from monster closets, drop ships, or puffs of smoke and they're just as quickly dispatched. So why are they such a big part of boss encounter design?
One of my favorite things to do when I encounter a Devil Walker is knock its laser cannon off. The sad part is it was literally the only dynamic element to any AI battle in Destiny 1.