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We rarely discussed the philosophy behind enemies in games here. What does it take to make a nemesis a player would love or hate? What are the things that make antagonists from Far Cry stand out, for example? Let’s take a closer at the problem with the help of this talk from GDC 2018 by Monolith Productions’ Chris Hoge on the team’s philosophies that helped give players an antagonistic relationship with their enemies.
In this 2018 GDC talk, Monolith Productions’ Chris Hoge describes philosophies and features implemented in the design of both Middle-earth: Shadow of War and its predecessor, Middle-earth: Shadow of Mordor to give players an antagonistic relationship with their enemies.
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