
The reason it's relevant is because that game is largely driven by mechanics rather than damage at the higher difficulties. Bosses are bullet sponges at easy difficulty but become rather complicated at higher difficulties. Replace additional creature with ability x if you wish. Mechanically, they don't need to change much.įor example perhaps the boss spawns additional creatures when it's health is reduced by 25% each time, or after 10 turns each time. They're the same, except time is consumed differently. Take any action game boss, and change from realtime to turn based time. Pretty easy, just have n turns before devastating ability which you have to LOS, or n turns of AOE damage you have to outrange, or a passive damage over time, there's so many turnbased mechanics you can do they are endless. focus more on the design of the room or area or level, whatever applies) but it's probably not as simple since the player ultimately has to focus on "the boss". A boss battle could leverage those things too (e.g.

Regarding the end-game battles that don't have one big boss, those might be easier to keep interesting because it's probably easier to design multiple tactical options for the player to explore, learn and exploit - different paths, different points that give some advantage, controlling access to valuable drops, or other such mechanics. (To a certain extent you could look at it this way: all games are turn-based, it's just some of them start a new turn every frame.) You have to review the game mechanics available to you, and you magnify certain features to make the "boss" significantly more challenging, or add new features (player capabilities, boss capabilities, or both) specific to the fight that still make sense within the larger context of the game. Granted certain combos of abilities in that game made it broken as hell but it was fun building up to that point and being the all powerful "1-2 hit kill everything not a boss" team.Ī2s version of boss levels were having half the team cast AoE Haste and the other half AoE attack/defense up so half my team could be dead before I get to move more than one or two characters.Ĭlick to expand.That's my impression of nearly all "boss" fights, turn-based or otherwise.īut generally speaking, whether the game is turn-based or not is almost irrelevant. As an example using the game universe, a mage that has all the spells learned for Black Magic, a few from White/Sage/Alchemist or another supporting magic, a magic support passive like Turbo MP, and a reactive like Magic Counter/MP Shield or MP Gain (can't remember the exact ability name but it gives that character the same amount of MP spent on all magic abilities that hit).

Final Fantasy Tactics A/A2 had bosses that were highly specialized in an area of combat (magic, physical, ranged, etc) but also had limited counters for the usual class weak areas making them a pain to deal with if you aren't familiar with the game mechanics.
