I think there is a middle ground between the two sides on this issue that could easily be reached. But that's just me, imo.
Have boss fights that have interesting approaches to solve them, are actually fun and challenging, and most importantly, actually work with the story being told and the characters involved in a fight.
For example, let's use star wars. Say your a jedi, and you've been on a quest to defeat the big bad sith lord. You've fought his grunts, his bounty hunters(mid-bosses), his apprentices and assassins(Actual bosses), One or two big and terrible beasties(monster bosses), and now your going to fight the big bad sith lord himself darth anonymus or something(Final boss). The character is skilled in the force, good with a saber, and damn hard to hit at times, but so are you from your leveling and previous battles, and so the battle feels like a pretty good duel and actually an appropriate hurdle. That would be an example of a good fight, imo, because it was built up from the start or at the very least was an expected encounter to face.
Now imagine if instead of confronting a sith lord, you find out your going to fight a hutt, with eye lasers, becasue reasons. Not only that, but your attacks don't affect him until a certain amount of time, when he gets glowing weakpoints highlighted on him, to make the battle seem longer. After you beat the slug, you find out he was really working for some normally looking guy the whole time whose never fought a fight in the whole game and is more a manipulator with his words. He pulls out a saber and your duel him, and beat him after a little bit of time. But oh-te-noes, he's actually got some mcguffin power that transforms him into a 3 headed rancor, becuase you need a bigger fight against a terrible beastie becasue everyone elses games have one of those.
That right there, that's what I don't llike in video games. That's the kind of boss fight that screams "Video gamey" to me. It's not there because it helps the story. It's not there because it matches the characters actions. It's not there because it helps to enhance the gameplay and give a memorable battle for the player. It's there because it's expect of a video game to have a final beastie boss fight to tie up the game, instead of an actual or rewarding and well built up encounter.
I think DAO did a pretty good job at times with it's bossess, some were annoying with their big health bars and ridiculous damage output. Others were actually really good, with interesting mechanics to them and a strategy to beat them. But they all more or less fit into the general narrative without requiring a headscratching excuss for the character to decide to fight or for a fight being at this part of the game. A lot of others though didn't do this well, and fall much more into category 2 than category 1.
As a side note though, Me3 did technically have a boss battle. IT was on rannoch, when you take down the reaper using the orbital strikes. Though I'm not sure how many people would count that, imo.
Modifié par Darth Brotarian, 19 avril 2013 - 05:12 .