Ferrio said:
Because not all games need them, no reason to shoehorn them in. It's the journey, not the destination.
Yeah, this is true.
But if devs are gonna bother with putting boss fights in their games they should at least have the audacity to do it right.
Right now it feels like they are only putting final bosses at the end of the game because they feel they have to.
If you want to make a cool set piece, do that. Don't half ass a boss battle and call it a day. Either make a good boss or don't make one period.
So yeah, qualities they need based off of what people have said in the thread:
Difficulty - A boss, final or no, doesn't really have to be that difficult. If you give the player a random giant with an overly long health bar, but make it so that the thing can barely even kill you, chances are the player will be underwhelmed.
I'm looking as you Gears2. Can that thing even kill you?
Adding to that, don't make the boss ball-crushingly cheap in some lame attempt to up the difficulty. There's a difference between fairly challenging and fucking annoying.
Experience - Visuals do not matter(that much). Though I suppose they can make a mediocre boss fight seem cool. Same for music.
Gameplay Mechanics - The boss fight can incorporate every technique I've learned throughout the game, but if the boss isn't fun to fight then fuck you. Ganondorf at the end of windwaker was simple. It only required your swordfighting skills since Link's other gadgets basically did jack, but it was still a fun fight.
Shooters - Stop it. Just stop it. It's understandably hard for devs to make bosses in shooters, so unless you know for a fact that you'll put a lot of effort and imagination into making one, don't do it. Seriously. The only shooters I can think of with decent bosses are probably RE4 and the MP series and those aren't even pure shooters.