One thing I've noticed is in many AAA games, it feels like the final boss of every game has to have like 4 forms, and each takes you as long to beat as it takes to watch an entire sitcom episode. Worse are those games where the final boss in all of their forms takes you longer to defeat than it takes to watch the entire movie Titanic form start to finish. At the same time, I see people all the time saying they want to make a game like game X, and they don't realize that the biggest complaint that game got when it first came out was how it handled and/or designed the final boss! At the same time, we also have to design the moves of the boss, but in such a way that the RNG can't cost you your entire attempt because the RNGGoddess hated you for 2 turns in a row. Plus, is it really fun when the boss spams Supernova 2 turns in a row, before you had a chance to heal from the first one? So...in an effort to maybe help us all out here, I wanted to open a discussion about final bosses. Specifically, here are the questions I think it would be good for us to discuss: 1: How do you make your final boss feel tough, without making it a 100000000000 HP sponge that takes hours to defeat? 2: How do you make your final boss feel fair without the RNG messing someone over an hour into their attempt at defeating it? 3: How do you make the battle feel fitting of a final boss without 10+ different forms? Or do you think it cannot be done? I'm hoping by posting a discussion on this that maybe we can prevent making the same errors other games have made. Feel free to post examples of boss battles you feel were done right, and examples of how you are implementing it, but remember this has to be general to any game in the end, and not project specific.