Nemesis System in Shadow of Mordor Developed as a Response to Second-Hand Sales, Says Former WB Games Exec

Nemesis System in Shadow of Mordor Developed as a Response to Second-Hand Sales, Says Former WB Games Exec

(Image credit: Monolith Productions)

Middle-Earth: Shadow of Mordor’s iconic Nemesis System remains cherished even after more than a decade since its debut. Surprisingly, it was initially designed not just for innovation but to curb second-hand game sales, as revealed by a former executive.

Laura Fryer, a former WB Games executive, highlighted in a recent retrospective video about the now-closed developer Monolith Productions that the trend of mimicking successful formulas is common in the industry. “Trend-chasing has always been a part of the games industry,” she reflects, noting its increasing intensity. While at Monolith, this mindset directly influenced the development of the Nemesis System.

When the acclaimed game Batman: Arkham Asylum launched in 2009, initial sales were impressive. However, sales declined rapidly. Analytical data from WB Games suggested that more individuals played the game than purchased it, implying that many gamers were reselling their completed copies to recover some of their expenses. This trend was detrimental to publishers, who only profited from the original sale.

Looking ahead to the launch of a new Lord of the Rings game, the publisher aimed to discourage second-hand sales. Monolith’s team, unable to match a GTA-scale open world with their existing technology and uninterested in creating a multiplayer experience, brainstormed solutions. Fryer explained, “How do we create a single-player game that is so compelling that people keep the disc in their library forever?”

As a result, the groundbreaking Nemesis System was conceptualized. This innovative approach involved assigning distinct personalities, names, attributes, and memories to orc leaders within the game. For instance, defeating a character in an explosion might result in them reappearing with burn marks and a newfound fear of flames. It created a dynamic, emergent narrative that captivated players beyond the primary storyline. More details about this groundbreaking system can be found here.

Though Monolith Productions aimed to incorporate the Nemesis System into a Wonder Woman game, WB ultimately decided to cancel the project and close the storied 30-year-old studio. Monolith was also behind beloved titles such as No One Lives Forever and FEAR. For more information, you can read this interview.

Despite this setback, there’s still a wealth of exciting new releases on the horizon. Stay informed about the upcoming games of 2025 and beyond for the latest updates and upcoming adventures. Our weekly digests and community stories continue to deliver engaging content.

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