Second-Hand Sales of a Batman Game Led to the Acclaimed Nemesis System in Middle-earth

Second-Hand Sales of a Batman Game Led to the Acclaimed Nemesis System in Middle-earth

A few weeks ago, Warner Bros. Games made a shocking announcement: Monolith Productions, the studio behind Middle-earth and the groundbreaking Nemesis system, was shutting down. But this closure is about more than just the loss of a beloved studio; it marks a trend in the industry, a shift from an era when creativity was the […]

Por Pablo Hierro el 04 de April de 2025

A few weeks ago, Warner Bros. Games made a shocking announcement: Monolith Productions, the studio behind Middle-earth and the groundbreaking Nemesis system, was shutting down. But this closure is about more than just the loss of a beloved studio; it marks a trend in the industry, a shift from an era when creativity was the answer to business challenges.

In fact, the very system that made Middle-earth unique was born out of a problem with a Batman game.

Batman: Arkham Asylum’s Success Exposed a Weakness

Laura Fryer, former vice president of Warner Bros. Games, recently shared the origin of the Nemesis system in a video about her time with Monolith.

According to Fryer, the company noticed a revenue drop despite Batman: Arkham Asylum’s success. Although sales were strong, the number of players far exceeded the games sold. The reason? Many were using second-hand copies, which brought in no revenue.

“It was great for GameStop, because then they sold that used game for a discount and they pocketed the money. For game developers, though, it was a disaster,” she stated.

Rather than tackling this as a purely commercial or financial issue, WB Games sought a creative solution. They acknowledged that while Arkham Asylum was excellent, it lacked a compelling reason for players to hold onto their copies. That’s where Middle-earth: Shadow of Mordor came in.

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Monolith Productions’ Solution: A Game that Fought Back

Monolith Productions didn’t count with the resources and technology to craft a massive open-world title, but had an idea that would change game design.

The Nemesis system made battles personal. If a player lost a fight to an Uruk, that enemy would grow stronger and rise through Sauron’s ranks, remember past encounters, and continue to emerge throughout the game. This mechanic turned ordinary enemies into evolving antagonists, and gave players a reason to hold on to the game.

The bet paid off; Monolith was widely praised, and second-hand copies became less popular. However, Warner Bros. quickly patented the technology, preventing others from building on it. Now, with Monolith Productions shut down and the patent still in effect, the chances of its return seem slim.

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