Warner Bros.’ Wonder woman will defy an obnoxious gaming trend

RICKMANSWORTH, ENGLAND - SEPTEMBER 08: Wonder Woman's (Gal Gadot) Tiara from Wonder Woman, (2017) est £15,000- 20,000 goes on view at the Propstore on September 08, 2022 in Rickmansworth, England. Over 1,500 rare and iconic lots will be sold during Propstore’s Entertainment Memorabilia Live Auction over four days from Thursday 3rd to Sunday 6th November 2022. (Photo by Tristan Fewings/Getty Images)
RICKMANSWORTH, ENGLAND - SEPTEMBER 08: Wonder Woman's (Gal Gadot) Tiara from Wonder Woman, (2017) est £15,000- 20,000 goes on view at the Propstore on September 08, 2022 in Rickmansworth, England. Over 1,500 rare and iconic lots will be sold during Propstore’s Entertainment Memorabilia Live Auction over four days from Thursday 3rd to Sunday 6th November 2022. (Photo by Tristan Fewings/Getty Images) /
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Warner Bros. Games is set to defy the prevailing trend in the gaming industry with Monolith Productions’ (Shadows of Mordor) upcoming Wonder Woman action-adventure game. The significant detail that sets Wonder Woman apart is its commitment to a single-player experience, rejecting the prevailing live-service game model that has become increasingly common in recent years.

In an announcement to IGN on November 17, a Warner Bros. Games spokesperson clarified, “Wonder Woman is a single-player action-adventure game set in a dynamic open-world. This third person experience will allow players to become Diana of Themyscira and introduce an original story set in the DC Universe, while also featuring the Nemesis System. Wonder Woman is not being designed as a live service [title].”

This declaration not only defines Wonder Woman’s game as a departure from the live-service trend but also emphasizes the inclusion of the Nemesis System. The Nemesis System, patented by Monolith Studios, gained acclaim in the Middle-earth games, where enemies could evolve and remember encounters with the player, adding depth and character to each foe.

Two notable aspects emerge from Warner Bros.’ statement. Firstly, the outright denial of live-service elements in Wonder Woman contradicts recent industry trends where games, such as Suicide Squad: Kill The Justice League, have embraced the games-as-a-service (GaaS) model. This model aims to maximize engagement and revenue by continually introducing new content and events, a strategy that has faced some backlash and fatigue among players.

Secondly, the confirmation of the Nemesis System’s return adds an intriguing layer to Wonder Woman’s gameplay. The system’s ability to give adversaries character, depth, and memory of encounters sets it apart in the gaming landscape.

This announcement comes amid Warner Bros. Games’ broader strategy, as revealed in a November 8 earnings call, to incorporate more live-service elements across its portfolio. While Wonder Woman stands as a departure from this direction, players are advised to stay vigilant for potential live-service elements in other titles published by Warner Bros. Games.

In an industry where live-service games have become the norm, Warner Bros.’ Wonder Woman signals a refreshing commitment to a traditional single-player experience, challenging the prevailing trends and showcasing Monolith Productions’ dedication to delivering an engaging narrative within the DC Universe.

The inclusion of the Nemesis System, a distinctive feature from Monolith Productions’ previous successes, adds an exciting dimension to Wonder Woman’s gameplay. The system’s ability to dynamically shape enemies based on player interactions provides a level of depth and unpredictability, enhancing the overall gaming experience.

As the gaming industry evolves and explores various monetization models, Wonder Woman’s deviation from the live-service trend may serve as a testament to the importance of diverse approaches in game development. It highlights the recognition that not all games need to follow the same formula to be successful, and that there is still a substantial audience eager for well-crafted, single-player adventures.