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consequences, such as having to run back, will make you better.
There is no "doing it over and over until you get lucky". You actually need skill to defeat these bosses. It's not about luck, it's about when you get knocked down, being able to hop back into the fight again for another go. I like the bosses and I want to fight them. Making me walk all the way back to the boss chamber every time I lose doesn't "help me get better by making me care more". What it does is add an unnecessary hurdle between all my attempts to get better, which makes me just not want to play because it kills the fun and disrupts the learning/practice.
Imagine if you were in a batting cage to practice your batting, and every time you missed a ball, you had to leave the batting cage, go find another bat, then go back into the batting cage before you could take another swing at a ball. Sure, maybe one line of reasoning is that makes you "care more about not missing". That's a cute glass-is-half-full way of looking at it. But another way of looking at it is that it's unnecessary and just gets in the way.
It's like if in Super Meat Boy the game would return to the principal menu EVERYTIME you die.
LOL!
That's a much better and to-the-point analogy than mine. Let's go with that one.
One of many reasons I have zero taste for roguelikes of almost any description.
I grew up on SNES and I can't think of any examples that were like this. Yeah, there were bosses where if they killed you, then you got sent back to the beginning of the level and had to make it all the way back to them. But making it all the way back to them was still doing something. You were still playing a game. And even acknowledging those games, plenty of other games, both action and RPG, put checkpoints at the boss door even in the SNES era.
Literally can't think of a single SNES era game where every time you lost to a boss, you just had to walk for a while.