Boss fights, a staple of video games since their inception, are meant to provide satisfying climaxes to gameplay segments. However, the implementation of multi-stage boss encounters, particularly those where the boss replenishes its health and transforms, is a deeply frustrating mechanic, according to a recent analysis.
The core issue lies in the subversion of player expectations. When a boss's health bar is depleted, the natural assumption is that the encounter is nearing its end. This expectation is shattered when the boss enters a new phase, often accompanied by a cutscene where it heals itself while the player is not afforded the same opportunity. This design choice, the argument posits, strips away the sense of accomplishment that should follow a hard-won victory.
While FromSoftware titles like Elden Ring are notorious for these multi-stage fights, the familiarity with their patterns can mitigate some of the frustration. The expectation of additional phases is baked into the experience. However, when this mechanic appears in games that do not establish such a precedent, it can feel like an unfair surprise.
A specific example cited is the fight against The Dancer in Control Resonant. While not an exceptionally difficult boss, the need to repeat the first, easier stage after falling in the second is described as a significant pain point. This is exacerbated when the first stage itself presents a considerable challenge, forcing players to overcome it multiple times before even reaching the more difficult second phase where learning the enemy's moveset is crucial.
The article suggests that not all multi-stage boss fights are inherently flawed. The Ganondorf fight in The Legend of Zelda: Tears of the Kingdom is presented as an example of successful implementation. In that instance, the transformation into a more powerful form is framed as intimidating and iconic, rather than a cheap trick. Even then, the fight remains manageable, proving that multi-stage encounters can be well-executed.
To improve the experience in games that frequently employ this mechanic, the introduction of checkpoints between boss stages is proposed. This would prevent players from having to restart the entire encounter after succumbing to the later stages, thereby reducing the feeling of wasted effort. Another suggestion is to initiate the second phase when the boss's health is at the halfway point, creating a visual transition without the perceived unfairness of a mid-fight heal.
Ultimately, the argument is that while multi-stage boss fights are not fundamentally a bad idea, their common implementation—particularly the healing aspect and the lack of mid-fight checkpoints—makes them a consistently annoying and less enjoyable experience for players.