middle-earth-shadow-of-mordor game sourced
Middle-earth: Shadow of Mordor
An open-world action game whose Nemesis system generates orc captains with their own strengths, weaknesses, and personalities, promotes the ones that survive or kill the player, and has them remember earlier fights.
parts
3 mechanics, as Middle-earth: Shadow of Mordor does themcore · 3
Direct avatar control
The player controls Talion directly in third-person combat, stealth, and traversal.
Memories and thoughts
An orc that survives an encounter with Talion remembers it, and its dialogue refers back to the earlier fight when it taunts the player.
Procedural characters
Orc captains and warchiefs are generated with names, strengths, weaknesses, and personalities that the player exploits.
core loop
study Sauron's army on the Nemesis screen -> hunt a captain or warchief, exploiting its strengths and weaknesses -> kill, brand, or flee from it -> survivors and killers of Talion are promoted and remember the encounter -> turn branded captains against their warchiefs to take over the army
design notes
A boundary case: the core loop is authored third-person combat and stealth, and the record is included for the Nemesis system. Sauron's army is a ranked hierarchy of warchiefs and the captains under them, each a procedurally generated orc with a name, strengths, weaknesses, and personality. The hierarchy updates from the outcomes of the player's encounters rather than from a script: an orc that survives a fight or kills Talion is promoted and gains power, and its later taunts refer back to the earlier encounter. Talion cannot die permanently, so each player death feeds the hierarchy instead of ending the run. Infighting between orcs can be triggered, and in the second half branded captains serve Talion, so the player reorganizes the same hierarchy from inside. No mechanic in the vocabulary owns a persistent, ranked roster of rivals whose standing changes with each encounter, so the run files a new-mechanic proposal rather than force-fitting career-ladder. Warner Bros. patented the system, and only the sequel, Shadow of War, has used it.
appears in
the paper, 2 sectionsclaims
9 with sourcesThe game was developed by Monolith Productions and published by Warner Bros. Interactive Entertainment.
developed by Monolith Productions and published by Warner Bros. Interactive Entertainment
lead
The first release, for PlayStation 4, Windows, and Xbox One, was in September 2014.
in September 2014
lead
Uruks that survive an encounter with Talion remember it when they meet him again.
Uruks that survive their encounter with Talion will remember this
Nemesis system description
Leader Uruks carry strengths and weaknesses.
The leader Uruk will have a range of strengths and weaknesses
Nemesis system description
The player can brand leaders and convert parts of Sauron's army.
they can brand these leaders and convert portions of Sauron's army to their side
Nemesis system description
An orc that kills the player is promoted to captain.
the scrub who knifed me moved up the chain of command and became a captain
paragraph 4
The Nemesis screen lists the region's warchiefs and the captains under each.
shows you the warchiefs in the area and which captains are under their command
paragraph 3
An orc that survives an encounter may level up and gain abilities.
that orc may level up, become more powerful, and/or acquire new abilities
paragraph 2
The system is covered by U.S. Patent No. 10,926,179, titled Nemesis characters, nemesis forts, social vendettas and followers in computer games.
Nemesis characters, nemesis forts, social vendettas and followers in computer games
paragraph 1