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How the Nemesis System Creates Stories

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The bottom line

The Nemesis System builds stories by letting orcs remember and build on the player's basic actions, like improvisational theatre. Because each story grows from your own play, it feels personal and memorable.

Key takeaways

  • Orcs build on whatever the player does, like the "Yes, And" rule of improv. 1:42
    • The game secretly logs basic actions like kill, flee, injure, heal and gather intel, and orcs pick the most interesting line from that list.
    • Running from a captain gets you called a coward later. Planting a spy makes the next orc vow to torture maggots until he is found.
  • Encounters can end in ways other than death, so stories last longer. 3:46
    • Players can flee, orcs can retreat or humiliate a downed player, and Talion can respawn as a gravewalker, which makes revenge possible.
    • Every slain orc has a small chance to cheat death and return with scars or prosthetics, like Ar-Karo the Stitch.
  • A hierarchy and orc relationships let the cast grow and change. 7:38
    • Killing Talion can promote an orc, shaming a warchief demotes them, and random missions shift power without the player.
    • Bodyguards, blood brothers and recruited followers turn one-on-one tales into a web of characters.
  • Strong personalities and rare twists make the stories worth remembering. 12:12
    • About 100 captains appear per game, so each orc gets one clear trait, such as the singer or the poet, that shapes its look, weapon and lines.
    • Most orcs never cheat death, and a hidden player interaction score makes the orcs you know best the most likely to return.
  • Few other games use the system, probably because of a patent and the sequel's bad reputation. 19:24
    • Monolith holds a patent, and other studios may fear a lawsuit like Sega's case over The Simpsons: Road Rage.
    • Shadow of War's microtransactions and lootboxes overshadowed its storytelling, and similar systems like Odyssey's mercenaries stay surface level.

It's constructed at runtime, encounter by encounter, using your interactions as narrative brickwork.

Mark Brown

Chapter summaries

0:00 Intro

The Nemesis System starts as a villain generator and grows into a story generator built on the player's relationships with orcs.

  • Each generated orc has its own identity. 0:11
    • Every orc gets a name, look, gameplay traits and a personality.
    • The personality shows in taunting one-liners before combat.
    • Horza says, I wonder which of us will kill you first…
    • Story generation exists in Rimworld and Crusader Kings, but not in a real time action game with blockbuster graphics.
  • Shadow of War turns the system into a full story generator. 0:32
    • The stories come from the player's relationships with the orcs.
    • Both games share the broad strokes, so they are treated as one, "Mordor".
    • Shadow of War makes massive changes and improvements to the system.
    • The system's complexity kept it from being explained in detail until now.

1:40 Orcs Build on Player Actions

Your ordinary actions become the orcs' next lines
Like improv's 'Yes, And', each side accepts the other's move and builds on it, so the story grows from basic play.

Orcs prompt the player as well as respond to them, so the story grows from both sides.

  • Orcs can hand the player a story hook. 3:02
    • The orc gives a prompt, and the player may take the bait and build on it.
    • Ar-Karo beats the player, picks up the sword and breaks it, which makes the player want to hunt him down.
    • Ar-Karo says, You think this hurts me? No!
    • The player's reply is to track him down, which continues the story.

3:29 Going Beyond Death

Stories last because encounters have many endings, and death is only one of them.

  • A fight can end in humiliation instead of a kill. 4:17
    • Maku, a wiry archer, keeps downing the player with poisoned arrows and stops short of finishing the job.
    • Maku says he wants a victory, not a mercy killing.
    • A downed orc may defy death and make a tricky escape.
    • Prâk cries, I can't go down like this!
  • Talion's own death feeds the story. 4:46
    • In most games the player's death is a non-canonical error erased by a reload.
    • Talion is a gravewalker between life and death, so he respawns like a multiplayer player.
    • Monolith took the idea from Burnout, where being wrecked sets up a rematch with the rival.
    • The Call of Duty killcam was another influence, and much of the design copies multiplayer relatedness with computer-controlled characters.
  • Each meeting leaves a memory for the next. 6:52
    • Whatever way the encounter ends, the next meeting references the earlier run-ins.
    • Ar-Karo returned half an hour later and thanked the player for the kill.
    • He said, Getting killed by you was the best thing that ever happened to me.
    • An orc that kills the player levels up, gains strengths, sheds weaknesses and often challenges a bigger orc.

7:19 Hierarchies and Relationships

Orc ranks give stories room to rise and fall
Promotions, demotions and relationships between orcs keep the cast changing even when the player isn't involved.

A familiar ranking structure gives the stories room to grow and change.

  • The hierarchy supplies new story types. 7:53
    • Shadow of War ranks orcs as Overlord, Warchiefs, captains and soldiers.
    • Vengeance comes from Talion's immortality, while the ranks bring falls from grace and rags to riches.
    • Maku rose from humiliating captain to Overlord, and became untouchable without a full assault on his fortress.
    • Randomly generated missions resolve on a timer, so the balance of power shifts without the player.
  • Relationships widen stories beyond one-on-one tales. 9:10
    • Orcs can be bodyguards or devoted blood brothers.
    • The player can recruit orcs, such as Ar-Karo, who swears allegiance.
    • Recruits mostly leave the map, so the follower bond is thinner than the rivalry.
    • A recruit may betray you, a planted spy may be executed, and a follower may save you at a clutch moment.

11:15 Narrative Brickwork

Most games script their story in advance, but Mordor builds its story as you play.

  • The story is built at runtime, one encounter at a time. 11:41
    • Even games with branching paths and several endings are plotted ahead, like a choose your own adventure book.
    • The player only navigates a scripted story.
    • In Mordor the story is unpredictable because it rests entirely on your interactions with the orcs.
    • That raises the next question: how does Monolith make sure these stories are any good?

12:13 Iconic Enemies

One trait defines the orc; everything else follows
With around 100 captains in a game, players remember an orc by its one repeated trait rather than its name.

Orcs with strong, repeated personalities are easy to tell apart and remember.

  • Each orc is built around one memorable trait. 12:35
    • Ghûra sings his threats, Zuka speaks in verse, and another Zuka is obsessed with beautiful corpses.
    • You may forget a name but remember "that guy who keeps talking about branding".
    • Ghûra's lines include Let's siiiing, a mannerism that irritates as much as it sticks.
    • The Stitch is handcrafted but can fill any role, with hundreds of voice lines to cover every case.

14:09 Strong Emotional Connections

Orcs become real rivals when they beat you, and rare twists keep that feeling alive.

  • Your death is where the rivalry is forged. 14:17
    • Kill animations are aggressive, and the orc taunts you, then celebrates with a promotion.
    • The orc may take a new name that records how it killed you.
    • Killing the orc that murdered you drops much better loot, so revenge pays.
    • Frequent twists such as humiliation or betrayal turn rote and become just another mechanic.
  • Nearly everything is a random roll, and the wildest events are the least likely. 15:21
    • If you are downed, a hidden die roll decides whether a follower saves you.
    • Some transformations can happen only once per playthrough.
    • This keeps those moments truly surprising.
    • The interaction score ticks up on each rencounter, so orcs who killed you repeatedly get the key roles.

16:30 More Storytelling Secrets

The game cheats to keep rivals relevant, then leaves gaps for the player's imagination.

  • Hidden controls keep the right orcs in your story. 16:38
    • A key rival can teleport in at the worst moment.
    • Orcs can rarely travel between regions, so old rivals return later.
    • If you kill or recruit everything, the game can turn a knob and make someone betray you.
    • Design director Bob Roberts calls this a knob we can turn, though it may not be aggressive; on easy settings the stories stagnated.
  • Short dialogue lets the player write the rest. 17:36
    • An orc seeks revenge for a blood brother but never says who he is.
    • Players pick the most interesting candidate themselves.
    • Orcs speak in short stabs, not plot-driving cutscenes.
    • Humans find patterns in scattered events, so the game leaves that work to the player's brain.

18:32 Creating a Story

One random Olog rose from sword-breaker to overlord
Each beat comes from a separate rule (promotion, revenge, cheating death, recruitment), and together they make one personal story.

One playthrough shows every part of the system working together.

  • An orc who broke the player's sword became an overlord. 18:36
    • The Olog got promoted to captain, was hunted down, then returned as The Stitch.
    • The player recruited him as a bodyguard, and they healed and saved each other.
    • With the humiliating Maku locked up in his fortress, the player stormed it and killed him.
    • The Stitch became overlord: Death-defying breaker of swords. Overlord for life.

19:24 Why isn't the Nemesis System Used More?

Other games copy only the surface, and the sequel's reputation buried its storytelling.

  • Similar systems exist but stay shallow. 20:03
    • Warner Bros. should be free to use the system, and Batman and Harry Potter rumours exist, but nothing is confirmed.
    • Watch Dogs: Legion's Play as Anyone also borrows the idea.
    • These lack the structural overhaul and the focus on meaningful emergent stories.
    • At release, people talked about the overinflated endgame and live service trappings, and the developer's work was ignored.

20:59 Conclusion

The system lifts an ordinary game, and there is still room for it to grow.

  • The Nemesis System makes a bog-standard open world special. 21:07
    • Shadow of War is an open worlder with Arkham Knight's combat glued on.
    • Future games could bring even more complex relationships with orcs, or something else entirely.
    • The microtransactions have since been removed.
    • The advice is to play on Nemesis difficulty and pretend the game ends before the enormous epilogue.

In the growth library

Mark Brown, creator of Game Maker's Toolkit. Explains how the Nemesis System turns ordinary player actions into personal stories, using improv, non-death endings, hierarchies, rarity and player imagination. The worth-watching example is Mark's own run with Ar-Karo the Stitch, a sword-breaking orc who dies, returns, joins his army and ends up Overlord.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript329 lines
Intro 0:00
0:01

If there's one gameplay innovation that I think deserves another look - it's the Nemesis System, which first appeared in the 2014 game, Middle-Earth: Shadow of Mordor. At its most basic, it's a villain generator, capable of populating Mordor with a handful of procedurally generated bad guys. Each one has its own name, look, gameplay traits, and personality - which is revealed in taunting one-liners before combat. HORZA: "I wonder which of us will kill you first…" But at its best - and especially so in the sequel Shadow of War - it's a full on story generator, which is able to spin unique and highly personal narratives from your relationships with these orcs.

0:44

It's a pretty incredible feat of design and engineering. We've seen story generation stuff in games like Rimworld and Crusader Kings - but in a real time action game with blockbuster graphics? It's unheard of! It's also something I've talked about a number of times on this channel. But I've never really dug into the specifics of how it works. To be honest, I've always been intimidated by the sheer complexity of the thing.

1:09

That is… until now. It's about time I finally gave it a go. So… hi! I'm Mark Brown, this is Game Maker's Toolkit, and here's how the Nemesis System creates stories. A quick note before I start - to save time and make things easier, I'm mostly going to talk about these two games as a single entity - which I'll just call "Mordor". It's worth noting that Shadow of War makes massive changes and improvements to the system, but the broad strokes do apply to both games.

Orcs Build on Player Actions 1:40
1:42

If I had to choose an analogy for the way Mordor tells stories, I'd go with "improvisational theatre", where unscripted stories spontaneously evolve as the performance goes on. And especially the rule "Yes, And…", which is about always accepting your partner's prompt, and building on it. And that's exactly how it works in Mordor. The player does something, the game recognises it, and builds on it. So you might run away from a battle with an Orc captain to save your skin - and get called a coward in a future encounter..

2:12

ZÛMUG: "Not letting you run this time! I's gonna finish it!" Or you might put a spy into the enemy's ranks, only for the the next Orc you meet to say… RÂSH: "We know you've planted a spy. Dunno who he is yet. But we'll just torture maggots until we find him". The way this works is that the game is always secretly cataloguing your interactions with the game, and the Orcs can then reference this list in order to choose the most interesting line of dialogue at the start of your next encounter.

2:40

And that's really clever because it means the way you communicate to the game - the way you make your improvisational suggestions - is through the most basic actions of play. Things like kill, flee, injure, heal, or gather intel. The things you're doing anyway in order to play the game get used by the Nemesis System as a jumping off point for the narrative. But this can also go the other way, with the Orcs giving prompts - and hopefully the player will take the bait and build on the story themselves.

3:10

Take this Olog called Ar-Karo who beat me to a pulp, bent down, picked up my sword, and broke it. AR-KARO: "You think this hurts me? No!" I guess I'll be tracking him down.

Going Beyond Death 3:29
3:29

Okay, so that's the basics. But this left developer Monolith Productions with a problem - in a game that's all about death and violence, how do you make these stories last longer than a single encounter? You can't have improv if your partner is dead, after all. The solution was to find ways for an encounter to end that don't involve death. So, for one, the player is always able to run away from a battle - and is often encouraged to do so because it's difficult to recover health in the middle of combat.

4:00

Some Orcs also retreat when their life is in danger. Also, right at the moment of death, it's possible for the encounter to go a very different way. PRÂK: "I can't go down like this. I won't go down like this!" A downed Orc might defy death and have a tricky escape. Or if the player is about to die, the Orc might decide to just humiliate them and walk away. Take Maku: a wiry little archer who keeps downing me with his poisonous arrows, but always stops short of finishing the job.

4:29

MAKU: "Get up man-filth. I want a victory, not a mercy killing". MAKU: "It would be too easy to kill you like this." MAKU: "Come on! Show me some 'Pride of Gondor' or whatever you men are always going on about." But even if Talion does actually die, that's not the end. In almost every game, the player's death is a non-canonical error that gets erased when you rewind to a previous save point. It's rare to find games where the player's demise is actually weaved into the narrative in an interesting way.

5:04

But in Mordor, protagonist Talion is a gravewalker: a man stuck between life and death, which gives him the power to endlessly come back to life: like someone re-spawning in a multiplayer match. And this allows for a key narrative trope: revenge. AR-KARO: "I know why you want kill me! Revenge! Revenge for sword! Hahaha!" Oof. Well. He won't be a problem anymore. Monolith says it was inspired by the Burnout games, where you can get wrecked by rival racers - and then you're dropped straight back onto the track so you can hunt down that car and enact some sweet justice.

5:49

It's only because crashing is not considered a failure in Burnout that this sort of story can happen. The studio was also inspired by the killcam in Call of Duty games, where you get to see the person who just killed you, and can then respawn into the map and hunt them down. (In fact, a lot of Mordor's design was about trying to replicate multiplayer relatedness with computer-controlled characters). And it's not just Talion who can respawn.

6:14

Every enemy you slay has a small chance to cheat death and reappear later in the game. Perhaps with visible injures, scars, and prosthetics, which is another chance for the game to reflect the player's actions back on them. Like, for example… maybe I was being a bit hasty when I said Ar-Karo the sword breaker wouldn't be a problem. Because half an hour later, look who showed up in the middle of a fight. AR-KARO: "I should thank you.

6:40

Whatever magics you used when you took my head will not allow me to die! Getting killed by you was the best thing that ever happened to me". Gulp. Put all of this together, plus some other possible outcomes that I'll speak about later, and we can see that there's many ways for the relationship between Talion and an Orc to go forward - from humiliation to fleeing to cheating death. And so whatever way the encounter ends, every time you meet this Orc again the process repeats - but now with a memory of your previous run-ins to reference and build the story further.

Hierarchies and Relationships 7:19
7:20

Something else happens when an enemy kills you: they level up, they gain new strengths and shed old weaknesses, they get emboldened, and they often challenge a bigger orc for their position. You see, it would get boring if you just kept meeting the same Orcs again and again without any change or growth in the relationship. So the Nemesis System needs some kind of framework for these stories to grow on: and in Mordor, Monolith used one that's familiar and easily understandable to anyone who's worked in a job or, uh, been in a prison gang: the hierarchy.

7:53

In Shadow of War, every Orc exists in a top-down organisation of Overlord, a bunch of Warchiefs, the captains, and the soldiers - who are just typical, disposable NPC enemies. Though, if they kill you they have every chance of getting promoted to captain themselves. Killing Talion can make the enemy rise up through the ranks. But if you shame a Warchief, they'll get demoted back down to captain. And it's not all about Talion: Orcs are given randomly generated missions that automatically resolve after a certain amount of time and can lead to promotion, demotion, and death - causing the balance of power to organically shift as you play.

8:32

So if Talion's immortal nature lends itself to stories of vengeance, the hierarchical framework leads to different story tropes: such as fall from grace and rags to riches. Like, in my game, how Maku the humiliating Orc captain decided to finally finish the job - and use his newfound status to overthrow the overlord for top position. Which is quite the move up - that's like me getting a million subscribers and then submitting my resume to become the CEO of YouTube.

9:01

But it also means that Maku is now absolutely untouchable unless I lead a full on assault of his heavily guarded fortress. The Orcs can also have other relationships, like a captain being a bodyguard to a warchief. Or one Orc being a devoted blood brother to another. BOLG: "I won't see my blood brother slain by such a useless little tark!" And later in the game, you get a chance to make your own relationships by recruiting Orcs onto your side of the war.

9:31

So, after Maku became Overlord, I had an idea. No matter how many times I killed Ar-Karo: The Stitch, he kept coming back. This time, with a massive iron helmet holding his head together. AR-KARO "Is that surprise I see on your face? Did you really think you'd killed me? Don't make me laugh, it may tear my stitches!" And it was at this point that I realised that me and The Stitch have more in common than I first thought: we're two immortal souls, trapped in an endless battle of death and respawning.

10:05

And so if I'm going to build an army to take down Maku the humiliator, perhaps we should actually work together. AR-KARO: "I swear allegiance to you!" Now, I'll admit that the relationship between Talion and his followers isn't quite as well defined as Talion and his rivals - it is, after all, called the Nemesis System. So, a recruited captain will effectively leave the map and may have very little interaction with Talion from that point onwards.

10:33

It can be as much of an end point as the Orc's death. But there are some interesting possibilities. A recruit may decide to betray you and return to the enemy's side. You might install a spy in the enemy's ranks, only for him to be found out and executed. And a favoured follower might show up in a clutch moment to save you from certain death. AR-KARO: "Death cannot take you today! Just as it cannot take me." Thanks buddy!

10:58

Whatever the case, these different relationships help flesh out stories because they force the narrative to grow beyond simple one-on-one tales between Talion and a single Orc. Instead, it creates a weaving matrix of different relationships and dependencies that can lead to more exciting stories.

Narrative Brickwork 11:15
11:15

So, hopefully, you can now see why I make the link between Mordor and improv. In most video game stories, the narrative is entirely predetermined. Even those games with branching paths and multiple endings are all plotted out ahead of time - like a choose your own adventure book. The player then navigates their way through this scripted story. But in Mordor, the story evolves unpredictably - because its entirely based on your interactions with these Orcs.

11:43

It's constructed at runtime, encounter by encounter, using your interactions as narrative brickwork. Systems like cheating death and humiliation allow the stories to be longer. The hierarchy allows the cast of characters to grow and change. And relationships between the different Orcs creates a web of interlocking characters. But even though we've now got a pretty solid system that allows for stories to happen - how does Monolith make sure that those stories are actually any good?

Iconic Enemies 12:13
12:12

First, it's important that you can actually remember and distinguish between these different Orcs. You'll encounter around 100 captains over the course of a game, and so it's vitally important that the player is able to keep track of their relationships with the key players. An Orc might remember you, but you don't always remember them. To make this work, the Orcs need to have really strong personalities. They need to be visually interesting and have unique traits, like the singer.

12:39

GHÛRA: "I sing this song with all my breath. Take heed! For this interlude ends with your death". Or the poet. ZUKA: "Your fate just went from bad to worse. You face an Orc, who speaks in verse". Or the obsessed. ZUKA: "I don't think I've ever seen such a beautiful corpse. This is a corpse you could love! And love. And love." These Orcs reference their unique trait constantly, to keep it memorable. So you might not remember his name, but you will remember "that guy who keeps talking about branding".

13:22

And to keep it consistent, the game defines the Orc's identity first and then makes everything else support that - such as the weapon it uses, the outfit it wears, the choices it makes in combat, and even its mannerisms - like this god damn singing Orc who constantly says… GHÛRA: "Let's siiiiing". Because while Mordor is highly systemic and makes significant use of procedural generation, there's still a lot of carefully handcrafted content in there which helps certain Orcs become highly memorable characters.

13:53

The Stitch, after all, is just a handcrafted character who may appear when an Olog cheats death. But, The Stitch could be a captain, a warchief, a spy, a follower, or any other role. There are simply hundreds of voice lines for each Orc, to account for every eventuality.

Strong Emotional Connections 14:09
14:08

Second, the game needs to create strong, emotional connections to these Orcs. They're not just characters - they're rivals and nemeses. This connection is usually forged when you die: the kill animations are aggressive and painful. The orc insults you with taunts after your death. And we see the orc celebrating your demise and being rewarded with a promotion. They may even change their name to denote the way they murdered you.

14:36

If this isn't enough, you're encouraged to get revenge for gameplay purposes because killing an Orc who murdered you leads to way better loot. Now, these stories can be filled with really cool moments. Things like an Orc cheating death, repeatedly humiliating you, betraying your trust, or becoming a deranged, babbling weirdo. These can be really powerful bits of narrative… but only when they're rare occurrences. If it happens over and over it becomes rote, predictable, and just another gameplay mechanic.

15:06

So these events are designed to be uncommon. According to Monolith, in a typical playthrough of Shadow of War the vast majority of Orcs will never cheat death, meaning that these truly nemesis style relationships feel rare and memorable. To make this happen - well, almost everything in Mordor has a random chance to occur. If you're downed, there's an invisible die roll to see if a follower Orc will save your life. And, simply put: all of the most surprising interactions are given an incredibly low chance of ever happening.

15:42

And going further, some events, like certain transformations, can only happen once and then are locked from ever happening again in that playthrough - to ensure that those moments are truly surprising. Ideally, we want these rare occurrences to happen to the orcs we actually know and remember. So you need to know about a secret statistic that every Orc carries with them - the player interaction score, which ticks up every time you rencounter the same Orc.

16:10

The higher the PIS, the more likely that the Orc will cheat death, survive in battles with other orcs, and more. And so in play, it means that the orcs you know the best - the ones who have killed you multiple times, or have shown up again and again - are the ones most likely to stick around, and to have the key roles in the story going forward.

More Storytelling Secrets 16:30
16:30

Of course, it wouldn't be good if an orc cheated death but spawned in some obscure part of the map and you never saw them again. So to make sure those cast members stay relevant, Monolith cheats with how Orcs spawn and will allow a key rival or nemesis to teleport in at the most inopportune moment. Orcs can even travel between the different regions in rare circumstances, so characters you had a strong relationship with in one part of the game will come back in another.

16:58

There are even more secret stats behind the scenes to help drive drama and bring balance to stories. For example, if you just kill or recruit every Orc you encounter, it's likely that your story is getting a bit one note. So design director Bob Roberts says "That's a knob we can turn. If you're doing too well, maybe somebody should piss you off and betray you and give you a revenge target to go after." Though - I'm not sure how aggressive this balancing is.

17:27

There were times when I had to manually increase the difficulty level because the game was just too easy, and my stories were becoming stagnant. And finally, Monolith knows when to step back. Ultimately, much of the narrative in Mordor takes place in the player's head, as they make connections, infer relationships, and generate histories that may not actually be there. For example, this Orc appears and says he wants to get vengeance for me killing his blood brother… STAKÛGA: "You gotta be careful in Mordor, haven't ya?

17:58

You never know who's got a big brother, keen for revenge." …but notably stops short of saying who that brother actually is. This allows me to fill in who would be the most interesting candidate for a revenge narrative. The Orcs only have short stabs of dialogue, after all - not massive plot-driving cutscenes. But these core anchors are enough for the player to fill in the blanks. It's human nature to find patterns and build narratives from disparate events, so why not just leave some of the heavy lifting to the player's brain?

Creating a Story 18:32
18:32

So, put all of this together and you get some pretty amazing stories. Like, the random Olog who broke my sword, and got promoted to captain. Only for me to hunt him down and chop him to bits. He then came back to life as The Stitch: an unstoppable patchwork predator who just wouldn't stay dead. But with the humiliating Maku now locked up safe in his fortress, this encouraged me to recruit The Stitch into my army, and make him my bodyguard.

18:58

We want on adventures together. I healed him when he nearly died, and he saved my life when I was close to death. And when I built my army, installed my spies, stormed the fortress and finally killed Maku, you can be sure who I installed as the new leader. Ar-Karo: The Stitch. Death-defying breaker of swords. Overlord for life.

Why isn't the Nemesis System Used More? 19:24
19:24

If there's one question people often ask of the Nemesis System, it's: 'why haven't we seen it in other games'? Well, for one thing, the developers at Monolith actually, and annoyingly, have a patent for the system - meaning that other studios may be scared to use a similar system and face legal action. They don't want to end up like, say, The Simpsons: Road Rage which copied Crazy Taxi's legally protected gameplay, leading to a court battle between Sega and Fox Interactive.

19:53

Mordor publisher Warner Bros., however, should be free to use the system and there have been rumours of it showing up in future Batman and Harry Potter games - but we haven't seen anything concrete yet. That being said, we have seen some Nemesis-like mechanics in other games, such as the Mercenary system in Assassin's Creed Odyssey, and the Play as Anyone mechanic in Watch Dogs: Legion. But because these systems only have a surface level take on the system - without the massive structural overhaul or the focus on making more meaningful stories emerge, these things just can't touch Mordor when it comes to generating narratives.

20:29

But one big reason for the Nemesis System losing popularity might be that while Shadow of War is an incredible next generation step in procedurally generated stories… the only thing anyone was talking about upon release was the slimy microtransactions, lootboxes, overinflated endgame, and other trappings of nauseating live service game design. The franchise's good name was tarnished, and the developer's hard work was largely ignored.

Conclusion 20:59
20:59

But I really hope this doesn't mean the end for the Nemesis System. As it stands, I think the system is pretty amazing. Shadow of War is a largely bog-standard open worlder with Arkham Knight's combat system glued onto it - but it's elevated to something incredibly special thanks to this system. A system that is able to make stories that are meaningful, memorable, and - most critically of all - deeply personal to every individual player.

21:26

But there's also so much room for this system to grow - and so I hope we see it developed even further in future games. Whether that's another Middle-Earth adventure with even more complex relationships with the Orcs - or something else entirely. But for now - I reckon you should give the game another shot. All of the microtransactions have been removed and if you play on Nemesis difficulty (and pretend the game ends before the enormous epilogue), I think you'll have a good time.

21:53

AR-KARO: "Now to end this. And by this I mean you!"

Patreon Credits 21:59
22:00

Hey! It's indie game recommendation time. I think we need a change of pace after all that killing. So this is Alba: A Wildlife Adventure which is an absurdly cute game about doing good deeds in a tiny open world. My favourite mechanic is the photo app, which tasks you with snapping pics of the island's many unique animals. It's an adorable and relaxing adventure, out now on Steam and Apple Arcade.