How a Hogwarts Legacy Sequel Can Learn From the First Game’s “Safe” Approach

Hogwarts Legacy Sequel

Hogwarts Legacy achieved what many thought impossible: it translated the magical wonder of the Wizarding World into a successful, large-scale open-world RPG. With over 40 million copies sold, its commercial success is undeniable. Yet, among its dedicated player base, a common critique has emerged: for a game about a world of boundless magic and moral complexity, it played its narrative and design surprisingly safe.

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How a Hogwarts Legacy Sequel Can Learn From the First Game’s “Safe” Approach

This sentiment is especially focused on the game’s approach to player choice and morality. Players can learn and freely use the three Unforgivable Curses—spells considered the darkest magic, tantamount to torture and murder in the lore—with virtually no narrative consequence. Your character can cast Crucio on an enemy in front of a companion, only to have them comment on the weather moments later. This lack of reactivity breaks immersion and misses a rich opportunity for deeper role-playing.

As fans have pointed out, morality systems that alter quests, alliances, and how the world perceives you are staples of RPGs like Fable, Mass Effect, and Deus Ex. A sequel could greatly benefit from introducing a reputation or morality system. Your choices, especially regarding dark magic, should influence companion loyalty, open or close story paths, and ultimately lead to different endings that feel earned. The game’s existing “evil” ending hint is a perfect foundation to build upon, allowing for truly divergent journeys.

Beyond narrative, the open-world design also showed a cautious hand. The initial hours, filled with exploring Hogwarts, attending charming classes, and first visits to Hogsmeade, are brilliantly crafted. However, the world beyond can become repetitive, relying on copied-and-pasted enemy camps, caves, and Merlin Trials. The sheer scale sometimes came at the cost of unique content.

For a sequel, a more curated, slightly smaller map could be a strength. Trading vast, repetitive spaces for a denser, more handcrafted world would enhance discovery. Furthermore, expanding the core Hogwarts experience would add depth: optional classes that boost specific skills, a formal companion system with personal quests, and more developed mini-games would make the school feel even more alive.

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The foundation Hogwarts Legacy built is incredibly strong. The spell combat is satisfying, the castle is a masterpiece of design, and the feeling of being a witch or wizard is perfectly captured. The challenge for a sequel isn’t about reinvention, but evolution. By embracing more consequential choices and refining its world design to prioritize quality over quantity, the next game can mature from a captivating first outing into a truly legendary RPG that captures all the peril and wonder the Wizarding World promises.

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