Boss fights are typically expensive to develop. They often have unique models, unique animations, unique visual effects, unique game mechanics, unique rewards, unique cinematics, unique VO, and so on. Each of these aspects (and even more beyond what I’ve listed here) takes developer time to design, build, test, and tune. The unfortunate truth of the matter is that we typically only get to use them once in the game. We could easily spend months of development time on a single boss fight that the player will finish in a matter of minutes. On the other hand, reusable content - animations, models, visual effects, cinematics, rewards, etc. - generally gets a lot more player use relative to the development effort. Reusing an entire boss fight (or, in many cases, various parts of one like animations) is how we can get more use out of all of that development effort spent to create it in the first place.
The FANTa Project is being rebooted. [What is the FANTa project?]
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