Middle-Earth: Shadow of Mordor is remembered for many reasons, but perhaps best of all for its Nemesis system, an incredible mechanic for generating memorable Orc encounters. According to a former executive, the Nemesis system came about from trying to solve a different problem: secondhand sales.

In a new video, Laura Fryer — former vice president of WB Games who oversaw the publisher’s Seattle studios at the time — talked about her time with Monolith. While discussing the way trend-chasing affects the industry, Fryer mentioned that chasing trends is what “literally led to the Nemesis system.”

  • eRac
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    3 days ago

    Summary: They were seeing a disconnect between Arkham Asylum player stats and sales, indicating a large portion of the playerbase blasting through the game then selling it back to retailers. WB studios were directed to explore ways to lengthen player engagement, preferably enough to keep the game forever.

    The nemesis system gives some light procedural flair to an otherwise-deaigned experience. I don’t think it did what they hoped it would, but it was still a great mechanic.

    • Prox@lemmy.world
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      3 days ago

      This sounds to me like the right way to combat secondhand sales. Rather than making the game shitty and/or locking features behind online-only, unlock-keyed connections, they added a content mechanic that was actually fun.

      I mean, this is basically the entire premise behind roguelike games, just applied to an action RPG instead (in a small way).

    • Artyom@lemm.ee
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      3 days ago

      Those analysts are idiots. Arkham Asylum is like a 10 hr game, and once you collect all the riddler trophies, which takes maybe another 2 hours, thr only thing left to play is the endless ground “how high can your combo go” fights. Of course people put it down after they finish the main story, the game is completely spent.

  • XNX@slrpnk.net
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    3 days ago

    No where in the article does it explain what the nemesis system is :(

    • alphabethunter@lemmy.world
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      3 days ago

      Well, it is really old news from a game that launched in 2015, but the summary of it is a feature that allows enemies in the game to remember you, and evolve with the player. You killed an Orc chieftain, his right-hand orc is now the chieftain, and thanks you for clearing the way for him. Lost a battle to a miserable orc archer? Next time he sees you he jokes to your face and tells you how shit you are. It is a great system, but it was patented.

    • chicken@lemmy.dbzer0.com
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      3 days ago

      There’s a game menu with a diagram of a military hierarchy of named enemies, and their strengths/vulnerabilities. When you find the named enemies in the game and interact with them in some way (iirc it’s basically limited to winning/losing a fight or mind controlling them), it affects their traits and their place in the tree, and you’ll get a short cutscene where they say stuff referencing your past interactions.

      • Mirshe@lemmy.world
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        2 days ago

        They also don’t stay in one place, and can just randomly show up in a place when you’re, say, doing stealthy stuff. Suddenly assassinating a whole outpost of orcs becomes “aww shit, Feldûsh is here, and he’s immune to stealth attacks” or '“oh no Roggvir just showed up, he’s riding a warg and so are the other 4 guys he pals around with”.

  • pwalshj@lemmy.world
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    3 days ago

    Or maybe you have modeled your system after the record industry’s failed, exploitative models.

  • Lucky_777@lemmy.world
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    3 days ago

    Why hasn’t someone created another system just like it? Seems like with the massive talent around game creation out there, we need a copycat.