"The most challenging arena in the game, with the most difficult conditions.
Cutscenes to help users collects themselves and rebuild their strength between sections.
It’s the final battle so it must feel epic. Let’s make it long.
It needs to stand out as a unique battle. Let’s put players’ wits to the test with new mechanics they have to figure out for themselves.
There can be no obvious exploits. Let’s make sure they cannot get close.
The most skilled players might not get to feel the tension of the battle. Let’s make sure they suffer too.
If we want it to feel truly thrilling, there must be a real price to pay for dying and victory must be a significant accomplishment. No saving!
Let’s give players a bit of a warm-up in the beginning.
The cutscenes might not be enough. More downtime!"
My point being, one can imagine how these atrocious fights might feel like a masterful exercise in game design on the dev side. There seems to be a clear disconnect between how it feels to make a game and how it feels to play it, which often results in these missteps.
I’m right there with you, though. Do no testers make it to these boss fights or what? They keep ruining perfectly good games…