The design of boss fights in many games tends to fall into one of two gameplay patterns: 1. Prescriptive Formula Interactions with the boss are limited; a narrow sequence of moves are required to defeat it. For example the boss may only takes damage at specific times or on specific parts of it or when hit by specific moves. Typically, a prescriptive boss will have multiple phases. Each phase changes the required approach or just ramps up the difficulty of executing the required steps, giving the fight some variety. e.g. In many Zelda games, the boss won't take damage until you exploit its weakness, causing it to go into a vulnerable state, where it can take a maximum amount of damage before becoming invulnerable again. The boss's weaknesses can change throughout the fight, usually in a specific sequence. Usually the solution to prescriptive fights is made plainly obvious. The Zelda series regularly uses big eyes as weak points. It does it often enough the games can rely on play...
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