I wonder if they're clever enough to come up with a fight that can entertain for hours though. Between FF12 and 11 I can't say their long boss fight model shows any promise.
12 embodies some of the worst aspects of MMO raid fights, and their being dragged into a console RPG is pretty lazy. You've got massive HP pools which do nothing but make you take longer to get between phase changes. Most of these changes are fairly minor shifts, but a number of them in 12 basically meant the boss would do a party wiping ability at given intervals. Unless of course, you happened to collect enough "resistance gear" to wear solely for that one attack at those particular points.
The problem with the model is it doesn't seem to indicate they have any interest in immediacy. It's entirely about being over leveled, going probably ridiculously far out of your way to make sure you have items to cover yourself against whatever bullshit ability they do at given points, and having the patience to sit through several 30 minute chunks where the boss barely shifts up his strategy.
I don't think they'll biff it with 13, or at least not as badly as 12, but we'll see. I wanted to say 12's license board had it's pluses, but honestly the majority of the board just meant you had to work to earn stuff you'd bought already, so short of passives (which tend to resemble talents or skill points in other games) it was a crappy restriction on gameplay.