Shadow of Mordor's beloved nemesis system exists because the publisher threw a tantrum about second-hand sales

The Unexpected Origin of Shadow of Mordor’s Nemesis System: A Response to Used Game Concerns

Around fifteen years ago, the video game industry grappled with the burgeoning market for second-hand games. Publishers like Activision-Blizzard, following the examples of EA and THQ, sought to control resale. A developer from the team behind Fable 3 even controversially stated that used game sales were a greater threat than piracy, then considered a major industry challenge. Interestingly, this period of industry anxiety inadvertently paved the way for an innovative feature: Shadow of Mordor’s acclaimed Nemesis System.

The Backstory: From Batman to Middle-earth

Laura Fryer, former Vice President at WB Games overseeing Seattle studios during Shadow of Mordor’s development, recounted the events on her YouTube channel. Monolith Productions, the studio behind Shadow of Mordor, was initially developing a Batman game inspired by Christopher Nolan’s Dark Knight trilogy. However, this project faced an abrupt change in direction when Nolan declined the use of his movie IP for a video game adaptation. For those interested, footage of this canceled Batman game is available online. Monolith subsequently shifted to the Lord of the Rings license, while Rocksteady Studios proceeded to create their Batman game, drawing inspiration from the comic books and animated series.

My Time with Monolith – YouTube


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The Impact of Used Game Sales on the Industry

Fryer explained the context, stating, “It began with Rocksteady’s release of Arkham Asylum in 2009.” The game’s initial sales were strong, but then experienced an unexpected decline. Game analytics revealed a discrepancy: more players were engaged with the game than sales figures indicated. The prevailing theory was that players would complete the game, return the disc to retailers, and receive reimbursement – a widespread practice at the time.

This system benefited gamers and retailers like GameStop. Gamers could recoup some of their initial investment, and retailers profited from reselling used copies at discounted prices. However, game developers and publishers perceived this as detrimental. They argued that they were not compensated for every instance of gameplay, only the initial sale of a new copy, resulting in significant revenue loss.

Publisher Concerns and Counterarguments

It’s important to note that the concept of “lost” millions is debatable. This calculation assumes that every purchase of a used game represents a missed full-price sale. This viewpoint overlooks the existence of price-sensitive consumers who may only purchase a game if it’s available at a reduced, second-hand price. Furthermore, the second-hand markets are common in other industries like books and clothing, without causing comparable perceived damage to those sectors.

Strategies to Combat the Used Game Market

Fryer continued, explaining that WB Games sought to encourage their studios to develop single-player games with high replay value, thus discouraging resale. For Arkham City, this strategy manifested as a free Catwoman DLC, accessible only via a single-use activation code included with new copies. Players who acquired Arkham City used, or did not activate their new copy online, would forfeit access to this substantial portion of the game.

The Challenge for Shadow of Mordor

“We encountered the same challenge with Shadow of Mordor,” Fryer stated. “How could we create a single-player experience so captivating that players would want to retain ownership indefinitely?” Monolith’s engine wasn’t yet suited for a vast open world akin to Grand Theft Auto, and the team wasn’t focused on multiplayer development. They needed to overcome this limitation creatively. This line of thinking ultimately led to the Nemesis System, widely considered one of the most innovative and engaging game mechanics in recent years.

The Nemesis System as a Solution

The core idea behind the Nemesis System was to foster a sense of personal investment and ongoing engagement with Shadow of Mordor post-completion. Players would develop unique rivalries and histories with procedurally generated Orc captains, creating personalized game experiences that players would be less inclined to relinquish through resale. By 2014, when Shadow of Mordor launched, the prominence of physical media was already diminishing, with digital sales increasingly becoming the norm. This shift, coupled with innovative game design like the Nemesis System, began to alleviate the industry’s concerns regarding the used game market.

Legacy of the Nemesis System

Monolith further refined the Nemesis System in the 2017 sequel, Middle-earth: Shadow of War. More recently, the studio was working on a Wonder Woman game, but unfortunately, the project was canceled, and the studio experienced closures earlier this year.


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