“…Both are particular characteristics of successful gaming worlds -the success of an open world environment such as provided in Ubisoft's Assassin's Creed series or Witcher 3 by CD Projekt RED, for instance, is in part reliant on the experience of non-player characters, associates and enemies reacting dynamically with the player and with each other (see Bostan's discussion of Oblivion [Bostan 2009], or Reinhard's encounter with an 'archaeologist' in Assassin's Creed Odyssey [Reinhard 2018b], for example). More elaborately, the Nemesis system introduced in Monolith's Middle Earth: Shadow of Mordor/Shadow of War series provided a set of enemies who gain experience and skill, and, rather than responding to elaborate branching scripts, remember events: whether or not the player had beaten them, wounded them, or ran away, and use this knowledge the next time the player encountered them.…”