@ginger: As would I, but it's not necessarily economic to pander to the more intelligent, especially not in a larger scale game.
There
are ways to get around it, though. Changing up attack patterns, timing, combining attacks... as little as three varieties of attack can lead to a good battle if used correctly. And a Boss can often be engaging for reaosns other than what it does to
you. You're looking at this solely from an attacks perspective, but that isn't even all that there is to
gameplay, let alone the actual battle. what if one of those attacks reuired you to do something very challenging and intesne, like ducking into a piece of cover pretty far away while dodging between some stuff? It's simple enough to be doable but challenging enough to be consistently challenging. What an attack makes you
do is more important than the attack itself.
Similarly, there' much more to a boss fight than the simple gameplay. there's the background, the level, both in how you interact with it and how you don't. A boss can have relatively
simple attack that still look interesting if they're flashy enough.
A game's 'job' is to keep you engaged and give you an experience. If you're
only focusing on one element of it it's impossible for it to do it's job, because you're stripping it of all the necessary materials to do so. It's like watching a movie, but stripping away everything bu the lines and actors. It's just people talking to one another in an empty room. I can say a script was poor but still enjoy the movie quite a bit for what it
does with that poor script, because it gives me a great experience.