Game Designers' Note

Multiple Bosses

Interaction Between Bosses

The two bosses should feel like they exist in the same world — their behaviors can affect each other, and maybe the player can exploit this.

E.g. In Black Myth: Wukong , the player can lure Second Rat Prince into knocking a pillar onto the other — a hidden mechanic most players miss entirely

Attention Management

Player attention spreads across multiple active threats.

  • Keep both bosses within a readable field of view
  • Stagger their aggression so the player is never fully blind to one of them
  • Design around players managing their blind spot

Multiple-boss Pacing

Most multiple-boss encounters push players toward a single rhythm: rush one boss down as fast as possible to escape the outnumbered situation. This works as a valid strategy, but it shouldn't be the only one.

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