Designing a truly memorable boss battle involves a deliberate structure, akin to a magic trick, according to insights shared by Marcin Matuszczyk, principal gameplay designer on the upcoming Tomb Raider: Legacy of Atlantis. Speaking at Digital Dragons, Matuszczyk, who also contributed to titles like Outriders and Horizon Forbidden West, outlined a three-act approach to boss encounters that aims to captivate and challenge players.
The initial phase, dubbed "The Introduction," presents the player with the boss and its arena, often through a cutscene or dialogue. Early encounters typically involve the boss employing familiar tactics, perhaps resembling stronger versions of regular enemies, allowing players to begin learning attack patterns and defensive maneuvers. This stage is crucial for establishing the boss's presence and initial threat.
Following this is "The Escalation," where the boss evolves beyond its basic form. Matuszczyk explained that designers can introduce new attacks, environmental hazards, or even alter the arena itself to increase the challenge. This phase tests the player's adaptability as they encounter more complex and unique mechanics. He cited Genichiro from Sekiro, who sheds his armor and gains lightning abilities, as an example of escalating a boss's capabilities. Boss movements should also complement the fight's space, perhaps drawing players in with weak points or pushing them back with sweeping attacks.
A key element within escalation is "The Midpoint Twist," a surprise that elevates the encounter's memorability. This could involve the boss transforming, changing its location, or even altering the combat rules entirely. Matuszczyk referenced the Devil in Cuphead shedding its skin to escape underground as an instance of a significant twist. Introducing lesser enemies to temporarily break the pace can also serve as a strategic element during this phase.
Crucially, all boss attacks require clear "Tells"—visual and audio cues that signal impending actions. Matuszczyk stressed that player failure should stem from mistakes, not confusion, emphasizing clean visuals to ensure the boss's intentions are legible. While non-diegetic elements like expanding red circles can be used, Matuszczyk prefers more organic, lifelike cues, drawing inspiration from animal behavior for enemies in Horizon Forbidden West. These tells are integral to "The Lesson," teaching players specific skills or strategies required for progression. Whether it's learning to shoot from horseback in Zelda or mastering parry timings in Bloodborne, boss attacks should directly test desired player proficiencies.
The design of tells becomes more complex in multiplayer scenarios, requiring attention to how a boss divides its focus. In co-op situations with AI companions, characters like Atreus in God of War can actively contribute to the boss's teaching mechanics by warning the player of incoming threats.
"The Climax" represents the most intense phase, where the boss unleashes its full arsenal with heightened speed and reduced cooldowns, pushing players to their limits. This mechanical and emotional peak leads into "The Resolution," where the narrative context is tied up. Even if the boss is simply a tougher enemy, its defeat should feel conclusive, offering a sense of closure beyond mere elimination.
Matuszczyk noted that while boss fights can sometimes feel like exams testing learned skills, a well-designed encounter can be genuinely entertaining. He highlighted the bait-and-switch boss in Sonic Mania's Chemical Plant Zone as an example of a successful escalation combining surprise and nostalgia. He suggested that the ultimate goal for designers might be to make players forget they are engaged in a conventional boss battle, integrating the mechanics so seamlessly that the experience feels natural. He also offered a glimpse into Tomb Raider: Legacy of Atlantis, which aims to blend the series' classic spirit with modern Unreal Engine visuals, promising to update classic boss encounters like the T-Rex seen in the announcement trailer.