this post was submitted on 25 Mar 2025
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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."

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[–] eRac 37 points 1 month ago (2 children)

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 38 points 1 month 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 4 points 1 month ago (1 children)

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.

[–] redhorsejacket@lemmy.world 2 points 1 month ago

Which part of that makes the analysts idiots? Sounds like their analysis was spot on.

[–] xnx@slrpnk.net 13 points 1 month ago (2 children)

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

[–] alphabethunter@lemmy.world 22 points 1 month 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 4 points 1 month ago (1 children)

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 3 points 1 month 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".

[–] mindbleach@sh.itjust.works 8 points 1 month ago

Fuck software patents.

[–] Lucky_777@lemmy.world 3 points 1 month ago (1 children)

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.

[–] thoughtfuldragon@lemmy.blahaj.zone 31 points 1 month ago (4 children)
[–] Coelacanth@feddit.nu 12 points 1 month ago (1 children)

A game mechanic should not be patentable in this manner. Fucking copyright law.

[–] phdepressed@sh.itjust.works 7 points 1 month ago

I mean you could make a game with it and argue it in court but that's expensive af. That's a bigger part of patenting for the big for corps. Whether it'd stand in court or not is less relevant than scaring people off due to costs.

[–] jmcs@discuss.tchncs.de 4 points 1 month ago

Just don't release the game in the US and Japan.

[–] Aatube@kbin.melroy.org 2 points 1 month ago (1 children)

Now that the studio closed they should license it out.

[–] Maestro@fedia.io 9 points 1 month ago (1 children)

The patent is owned by WB, not the studio. They won't license it. Just sit on it and let it rot.

[–] Aatube@kbin.melroy.org 1 points 1 month ago (1 children)

But they can earn money from licensing contracts or at least use it themselves

[–] Maestro@fedia.io 2 points 1 month ago (1 children)

They haven't bothered doing that in the last 10 years. I don't see them starting now.

[–] Aatube@kbin.melroy.org 1 points 1 month ago

They only shut down last month, before which they were gonna use it themselves. I've still cope...

[–] chicken@lemmy.dbzer0.com 1 points 1 month ago

What's the scope on that though? I bet someone could get away with a game that does a somewhat similar thing, just not in the exact same way.

[–] pwalshj@lemmy.world 2 points 1 month ago

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