
How Shadow of Mordor's Unique Nemesis System Came to Be
Explore the origins of the nemesis system from Shadow of Mordor, influenced by second-hand sales concerns in the gaming industry.
In the gaming industry, there was a notable worry about the impact of second-hand game sales about 15 years ago. Major companies like Activision and EA were particularly vocal about their discontent, with concerns that returning games to retailers for profit was akin to losing sales potential.
Laura Fryer, the former Vice President of WB Games, shared insights into how these concerns led to the development of the much-loved nemesis system in Shadow of Mordor. Originally, Monolith Productions intended to create a game based on Batman but had to pivot due to creative differences with Christopher Nolan over adaptations of his films. This shift opened the door for Shadow of Mordor.
Fryer illustrated how sales data after Rocksteady’s Arkham Asylum indicated gamers were enjoying but not purchasing the game, prompting potentially significant losses for developers. The solution was innovative: they devised a way to make single-player experiences so engaging that players would want to keep them permanently in their libraries.
The nemesis system was introduced to ensure players remained invested in their unique adversaries, fostering replayability.
This revolutionary mechanic has since been hailed as a standout feature, first emerging in Shadow of Mordor and later appearing in its sequel, Shadow of War. The original nemesis formula proved effective, yet it remained a response to the shifting landscape of game sales and player experiences.