The Brilliant Nemesis System of Shadow of Mordor Is Secured by a Warner Bros Patent Until 2036, Even After Studio Closure

Last night, the gaming world was taken by surprise when Warner Bros announced the closure of three game studios, including Monolith Productions, known for creating the popular Middle-earth: Shadow of Mordor. Monolith was established in the 1990s and became part of Warner Bros in 2004. The studio gained fame for its innovative games, particularly Shadow of Mordor and its sequel, Shadow of War, which featured a unique gameplay mechanism called the Nemesis system.
For those who might not know, the Nemesis system is an inventive feature in which the game tracks the player’s interactions with enemies. This allows these enemies to remember past encounters, become stronger, and even seek revenge in future battles. This engaging system made the games feel more dynamic and personal, with each player’s experience being unique.
Monolith was working on a new Wonder Woman game where the Nemesis system was expected to be included. However, with the studio’s unexpected shutdown, this project has been canceled. The Nemesis system, which remains patented and protected by Warner Bros, now stands unused despite its success in previous games.
The patent for the Nemesis system was filed back in 2016 and granted in 2021, labeled “Nemesis characters, nemesis forts, social vendettas and followers in computer games.” It is set to expire on August 11, 2036, meaning that Warner Bros can keep it for another eleven years if they continue paying the necessary fees.
The closure of Monolith Productions has sparked disappointment among fans and industry insiders who worry that this could signal the end of the Nemesis system. Many expressed their frustration on social media, criticizing Warner Bros for patenting the innovative system only to fail to utilize it effectively. One user lamented, “RIP the Nemesis system, I guess,” while video game journalist Cade Onder noted the remarkable uniqueness of the system created by Monolith and condemned Warner Bros for taking over the studio only to close it afterwards.
The news of Monolith’s closure, combined with the shutdown of two other studios, Player First Games and Warner Bros Games San Diego, has left the gaming community saddened. Writer Gail Simone, who was assisting on the Wonder Woman game, described it as a “gorgeous and expansive” project. She praised the team’s dedication to creating a top-notch game but realized that sometimes, despite pouring in effort, not every project succeeds.
Many prominent figures in the gaming world have reacted to this news. Bear McCreary, a composer known for working on God of War Ragnarök, referred to the studio shutdowns as a “tragic waste.” Others echoed similar sentiments about Monolith’s rich history and the many memorable games it contributed to the industry.
The cancellation of the Wonder Woman game comes at a difficult time for Warner Bros’ gaming division. Other recent titles, such as Gotham Knights and the Harry Potter: Quidditch Champions, have struggled to gain traction with audiences, leading to concerns about the company’s future in gaming.
Just last month, Warner Bros Interactive Entertainment’s president, David Haddad, announced that he would be stepping down after 12 years in his position. As a result, the industry is now left reflecting on the legacy of Monolith Productions and the future of the beloved Nemesis system, which was once the hallmark of some exciting gaming experiences.