Meant to chime in on this earlier. But here. Maybe this is a fresh perspective.
I'll disregard your first 3 questions for now to bring up this vital point.
A final boss doesn't need to be the hardest boss in the game or a final test of the player's skill.
In many games, it's not.
The Final Boss is just that. The most climactic fight in the game. It needs to feel like the final culmination of the story. The logical conclusion it was heading towards. The zenith of every point and thread left by the story. The end of the path.
It should, as the names suggests, be the climax to the narrative.
In many games, the gameplay and the narrative emphasize combat. The result should be a boss fight that provides a challenge to the player. When you've reached this conclusion, yes, those 3 questions you asked are appropriate.
But,
@bgillisp , this is only half of the question, and thus, you are only getting half an answer. Infact, you are only getting 33% of an answer. Because we must delve deeper into the heart of the following 3 questions:
- What is the best way to make the combat with the final boss feel climactic?
- What is the best way to handle the narrative of the final boss to make it feel climactic?
- How can I ensure both the combat and the narrative are in harmony for the final battle, resulting in a climactic end to both the players accumulated skill and their investment in the narrative?
And that is no small discussion. But one worth having. I'd gladly invite you to chat with me any time about it, but I'm afraid writing it all out would be a monster task.
I will answer your 3 questions now, through this lense.
1: How do you make your final boss feel tough, without making it a 100000000000 HP sponge that takes hours to defeat?
Make it relevant to the final level. The final level should contain difficult enemies, and the strategies those enemies use should be present in the final boss battle. It's really no different from any other stage. The Final Boss can also use strategies from past levels that add depth to the repertoire it's choosing from this level.
Infact, kudos if it uses something from the beginning of the game. A useful trope is to make the ending feel like it's coming full circle.
Example. In Undertale's true ending, you fight previous boss battles alongside the boss battle you're currently fighting.
2: How do you make your final boss feel fair without the RNG messing someone over an hour into their attempt at defeating it?
Simple. Cut RNG.
Instead, rely on patterns. Make the patterns hard to predict, but still predictable. Or reduce the window of success to safely navigate the pattern.
In a bullet hell, this would be reducing the space between each bullet. In an RPG, it could be reducing the parties health to 1, then following up with an AoE attack on the next turn.
Or, killing off a single party member.
You want the battle to have tension at the proper points. RNG does not do that, and should not be part of a climactic battle.
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?
The "10+ forms" are meant to represent rising and falling tension in the final battle.
I suggest having them. Even if it's not a physical change in form, it should exist spiritually. They provide tension and even a release from tension.
They're so tried and true, that they're a staple of the genre.
The problem is when people use them without realising why they're using them.
Hopefully this provides some illumination on what can conceivably be a very indepth topic.