I think one of the big adjustments for almost all of us is coming out of a d20 mindset. We are used to encounters being constructed in a particular way, rather than the story evolving as it should. Instead of looking at video games, compare it to cinematic films. How often do you have a group of five characters ganging up on a single big bad in any of the Star Wars films... Or Indiana Jones? How about none? I think of the end of the Last Crusade, where the big baddie is effectively holding Indiana hostage by shooting his father, and now the challenge is to survive the traps in order to save his father. Eventually it becomes both struggling against the environment, rather than a prize fight at the end.
Bond villains are a better example of the big bad, but usually their lackeys are far more powerful in physical combat than they are. The powerful comboid lackeys are there to delay the players so that Dr. BBEG can get away. More often than not, Bond is left to defuse a bomb, or to avert the catastrophe.
I think in many ways, EotE needs us to think differently about encounter/adventure construction and to avoid boss fights in general, or at least as GM's, being ready for the players to drop the BBEG quickly. I think having something else at play for when that happens will make the encounter more climactic.