Wednesday 14 February, 2018
I almost exclusively spent my time this play session (around 1.5 hours) doing all of the available missions to free slaves in the surrounding areas. In my past couple of play sessions, I had freed the slaves because I felt morally obligated to, but I didn't see how freeing them helped me at all besides earning a (relatively small) amount of experience. However, when I freed another camp of slaves at this beginning of this play session, I unlocked a wide series of slave-rescuing missions and discovered that rescuing slaves put me in their good graces, and by rescuing more I could unlock intel about leaders in Sauron's army. I was much happier to discover that doing something that the game presents as morally good was actually rewarding in a significant way (does that make me a bad person, that I only really want to do the things that the game's ethical framework say are good if I'm being compensated in a large enough way? Probably).
Another interesting thing I discovered is that the orcs and uruks will have conversations with each other if you eavesdrop on them. The fascinating thing is that the conversations generally aren't boring and inconsequential; instead, they're about the power struggle in Sauron's army and how they feel about their direct superiors. Occasionally, after I'd fought with some of them, some of them would even discuss me and my prominence among the gossip circles. It was cool to feel like the game world was moving constantly, even if I wasn't doing anything. Having this living, breathing game world made it feel so much more real, and that just increased the impact of the story throughout the game (if the world feels real, then the slave within it are, in some sense, real). This whole system was especially enjoyable because the actual main campaign/storyline isn't particularly interesting or nuanced, but the Nemesis system and the way that the characters interact with it has more than made up for it, in my opinion.
Speaking of, the Nemesis system is the meat and bones of this game, and it's clear to me now why the game won Game of the Year at GDC. Navigating the political nature of Sauron's army, figuring out who to kill and who to target next, gathering intel on your opponent's weaknesses and strengths and how best to defeat them... it's a fascinating, unique approach to gameplay that I didn't expect to find in a LotR game. I think it's interesting to think how similar systems could be used in other genres to great effect. I mean, come on, now I just want to play a House of Cards game with a Nemesis system in place.
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