Shared sys­tems


Mono­lith’s pro­ce­dural en­emy-gen­er­a­tion sys­tem re­mains one of the stronger answers to the ques­tion of how you tell a story through un­pre­dictable vari­ables. Does it have a fu­ture out­side Mid­dle-earth? “I think it’s a set of philoso­phies that con­cep­tu­ally could map onto a lot of dif­fer­ent li­cences,” says de­sign di­rec­tor Bob Roberts. It’s easy to imag­ine an Arkham game with Mono­lith’s pro­ce­du­rally gen­er­ated goons, but comic-book adap­ta­tions might not be the best fit, since they re­volve around long-es­tab­lished char­ac­ters. “That’s why we have a mix­ture of story char­ac­ters that are scripted, but have so much of the game in­ter­act­ing with the Orcs: we can let them adapt and re­act with­out any­body wor­ry­ing that a char­ac­ter isn’t how they’re meant to be.”

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