Michael de Plater, the Creative Director for Monolith Productions presented a talk on player-led narrative at this week’s DICE summit. Whilst discussing his companies recently released game Shadow of Mordor, de Plater revealed that the concept of the Nemesis System was inspired by multiplayer games and pro sports.
“Sports are designed as systems which generate stories every year,” said de Plater. “They start with the early play-offs, they’re designed that if there’s a failure through the mid-season you don’t rewind to the last save and start playing again from that point, as much as you potentially wish you could. You embrace that and move forward.”
“Players are no different from us, they also love telling and creating and sharing stories, it’s just such a fundamental innate human need,” he continued. “But it was more important for us to worry about empowering their ability to tell stories than it was for us to worry about telling them our wonderful stories. This was really the secret sauce of how the Nemesis system worked.”
De Plater also revealed that Monolith is keen to use the Nemesis System in future games so it looks like we haven’t seen the last of it.