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submitted 3 months ago by ampersandrew@lemmy.world to c/games@lemmy.world

Warner Bros. is also canceling the Wonder Woman game.

This is maybe the biggest bloodbath we've seen in this industry? What a damn shame.

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[-] villainy@lemmy.world 106 points 3 months ago

Sure is great that they patented the Nemesis system just to do nothing with it for the better part of a decade then shut down the studio that invented it. Brilliant use of talent and the US patent system there.

[-] technomad@slrpnk.net 21 points 3 months ago* (last edited 3 months ago)

I know I'm in the minority here, but I really didn't like the nemesis system at all. Just like roguelikes, the infinite repeatability of it was a turn off for me and made it feel pointless. I'd much rather play a hand-crafted, limited, curated experience that actually feels meaningful. These generative systems just feel lifeless and pointless to me.

Also, fuck warner bros.

[-] Kolanaki@pawb.social 25 points 3 months ago

I have the exact opposite opinion of procedurally generated continuity (because I play for the gameplay and that stuff keeps the game going well after the story ends), but share the same opinion of Warner Bros.

[-] Sebastrion@leminal.space 1 points 3 months ago

The Problem is... I Love The fucking Gameplay, this together with the Nemesis System was super addictive to me.

[-] Zorque@lemmy.world 6 points 3 months ago

I didn't like it because it seemed pointless if you don't really care about getting vengeance on specific thing. So the name of a mob that kills you fills in an empty space? Which is the same thing that happens any time you hit a story beat anyways? What's the point? It's all just randomly generated grunts that try and kill you.

It brought very little in the way of innovative gameplay and roleplaying, yet people seem to treat it as the greatest revolution of game design in the last several decades.

[-] ampersandrew@lemmy.world 9 points 3 months ago

I love proc gen stuff for how it can make each playthrough feel different or even just make yours feel different from your friend's. I appreciated that the enemy would remember how you defeated them in particular, because it called out those unique events. I also don't know that there are a ton of settings where this mechanic makes sense outside of the two it appeared in already, so I won't miss it too badly.

[-] GoodEye8@lemm.ee 2 points 3 months ago* (last edited 3 months ago)

But the story beat is static, it always gives you the same enemy in the same situation. The nemesis system turns that story beat dynamic. Every time you hit that story beat you get a different enemy in a different situation. It doesn't give everyone the same story, it gives everyone their story. It's innovation is how the system sets up stories and ties them into the gameplay. The system is designed to draw you into an encounter with a nemesis, there are multiple outcomes to that encounter. Those encounters become callbacks in the next encounter and so on and on until you've create a storyarc against that enemy.

For example I remember having a nemesis I couldn't kill with a sneak attack (which was very much my preferred way of getting rid of nemesis I wanted to get rid of). So I had to fight him head on and I set him on fire. He managed to escape while I was being overrun by grunts. One of the grunts slayed me and became a new nemesis. Meanwhile the one that got away gained a new weaknesses to fire. One storyline branched into two storylines. Not only did my individual story born from the nemesis system branch out, the gameplay encounters with those nemesis also changed from the previous encounter. The next time I fought my old nemesis I had a new trick up my sleeve, I could use fire against them. As for the new nemesis, well get to him.

That's the innovation of the nemesis system. It's a story generator that gives you your story and each encounter alters the gameplay for the next encounter. But that's only the foundation of the nemesis system. The Nemesis hierarchy and relations between them is an extra layer of storytelling. For example that grunt who killed me turned out to become a really annoying nemesis, I really struggled killing him and every encounter only made him stronger. So I devised a different strategy. I ended up turning other orks that surrounded him in the hierarchy and started using them to do my dirty work. In the end I wasn't the one to slay my new nemesis, it was a different ork (under my control) who challenged him and killed him.

And final note on what really makes all of it work is the presentation. The orks aren't just a randomized collection of traits, they're voiced and somewhat visually unique and whatever randomized outcome they get to at the end of the encounter gets properly presented in the next encounter. The presentation is the glue that ties all those encounters together into one story. You're presented with an actual nemesis and not just some generic mute and they "remember" the things you did to them before. They feel like a nemesis and not just some randomly generated grunt.

If you tried it and didn't see the appeal I'm guessing the game was too easy. I wasn't impressed by the nemesis system until the orks had a chance to escape or I was forced to retreat or I got killed. The system really opens up and gets interesting when the game gets so challenging that you're no longer certain what will happen in any encounter.

this post was submitted on 25 Feb 2025
189 points (97.0% liked)

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