This is a good idea. The podcast mentions this great hate for the classic boss level wherein the boss is waiting at the end of the level within a closed-space arena. While I really have no intense hate for it, I also like his suggestion: bosses that roam the level.
A lot of games already do this:
- God of War: where sometimes the boss is the level
- Enslaved: where this mechanical gigantic dog chases you, though the events are largely scripted: defeating the boss is done in multiple parts, normal gameplay is interspersed with encounters of the boss, where it finishes with either you or the boss retreating, until you encounter it again, and in the final part the boss is meant to die
- Dead Space and Resident Evil: where an invincible boss chases you around the level and the only way to kill it is to lure and trap it in a special way
- Clock Tower: where a serial killer hides in various places in the mansion. unfortunately, the game has you
needing toinvestigating those various places as part of the game
Its true that sometimes the arena-type boss level gets shoehorned forcefully into the narrative (why is the boss patiently waiting for you at the end of the level?). And sometimes when you see those health stations just before a big door, its a relief for the player, but it doesn't make sense in the narrative.
Do you guys know of any other games that do this?