Transcript for:
Lecture Notes: Hogwarts Legacy - Initial Success and Rapid Decline

No matter where you tried to run, not matter where you tried to hide,  for months on end you could not escape the   name Hogwarts Legacy. This game was absolutely  everywhere, at least, that is, until it wasn’t,   when Hogwarts Legacy dropped off the face of  the planet about a week after release. So much excitement, so much positivity… and then nothing.  It turned out the long-term staying power that so many single-player games have these days, games half a decade or more older, well that just wasn’t   there at all for Hogwarts Legacy despite  it following the same exact formula. Why is that? Well, the answer, I think, all hinges  on one, major mistake this first attempt at an   open-world Hogwarts game made. To be upfront here,  this video is something I’ve needed off my chest   for quite a while, but I’ve done my waiting,  seven months of it, so here we go. In my mind,   Hogwarts Legacy is the most frustrating game  of the year - not because it’s bad, not at all,   but instead because it absolutely nails what  it needed to most, but then seems to enter   a race against itself to abandon everything  it does best. Let’s start with the obvious,   the castle itself - now, I don’t know how many  of you watching fall into the same boat as me,   but Hogwarts Legacy was my most anticipated game  ever. Those movie tie-ins were amazing as a kid,   but they were thrown together in months to meet  a deadline. Some of ‘em hold up, sure, but the   untapped potential was off the charts for  a fully realized Hogwarts, I couldn’t wait,   and by the way, this is coming from someone who  was Harry Potter for Halloween every single year   except for one when I went as Shrek which  was a fairing disaster, but that’s a story   for another time. Point is, if there’s one thing  this game needed to get right, it was the castle,   and by Merlin’s saggy left beep, they did it.  Those first 10, 15 hours in Hogwarts are where   the game peaks - there’s not really anything to  find in terms of interesting collectibles, mostly   just a near infinite amount of clothing items,  but what the castle does have are quite a few   little references and details that zero attention  is brought to. The game doesn’t throw them in your   face because they exist for you to seek out, you  being the book fan, or the movie fan, and I love   the game for having those things. What I don’t  love is that Hogwarts Legacy puts this amazing   castle in front of your face, and then kicks you  out of it into way less interesting areas for most   of the game. One of the biggest mistakes Hogwarts  Legacy makes is having this huge, sprawling map   south of the castle that offers almost nothing,  and I find it to be such a misfire because whether   it was realized or not, that sprawling map came at  a major cost, one that slowly but surely infects,   degrades and cheapens nearly every last corner of  this game by the end, and, well… let me explain.   First though, quick thanks to this video’s  sponsor, Factor. Now, this is the first I’ve   accepted in like two months which was also Factor,  mostly because they’re the meal delivery service   I use myself. All you really need to know is that  if you’re someone who struggles to eat the right   things each day without wasting a ton of time  you don’t have cooking, cleaning and shopping,   then Factor is what you need. 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Before saying anything else,   I want to be clear that as an idea there’s  no problem with massive open worlds or even   certain types of filler content, in fact I think  there can be a place for filler in games as long   as it isn’t taking away from things that are far  more important. Hogwarts Legacy though, well.... This game has about 40 hours worth of content that  just shouldn’t exist, not when there are far more   important things that are completely missing. Now,  I want to point out, it’s not that spending time   south of the castle is an awful experience, I  mean at least it’s an excuse to listen to this   game’s amazing soundtrack, but what Hogwarts  Legacy really, desperately needed was focus.   This isn’t a game that you can really accuse of  not having a ton of resources put towards it,   I mean it was in development for six entire years,  and for whatever reason so much of that time and   effort was spent on a barren open world and tons  of areas that bizarrely make almost no use of the   Wizarding World license. Somehow, someway, that  turn your brain off with a podcast on content,   the kind that you could also get from any other  open world game, well, that stuff somehow took   priority over much of what really needed to be  there inside and around Hogwarts. Maybe some of   you will disagree with what I’m about to say,  I don’t know, but I would trade every single   Merlin trial, every last cave with nothing  but a meaningless piece of clothing in it,   every nonsensical Alohomora minigame and demiguise  statue South of Hogwarts, I’d trade all of that   in a heartbeat for even half of what’s missing  or barely there inside and around the castle. I   don’t need to explore an empty cave for the 687th  time, the first 2 were more than enough. Honestly,   one of the most memorable moments I got out of  this entire game, not in a good way in this case,   was when I solved a little puzzle on an outside  bridge of Hogwarts. The puzzle itself was great,   but after solving it I took a look at the  game’s field guide, how you track your progress,   and I saw that what I’d just solved was one out of  3 Hogwarts Secrets. Yes, 3 for the entire castle.   There’s 95 Merlin trials in the countryside,  95, not an exaggeration by the way, and also   they’re really the same 5 repeated about 20 times  each, yet there’s 3 Hogwarts secrets in total. Now, in case you haven’t played the game  I don’t want to misrepresent things,   there are the little visual details in the castle  I already mentioned, as well as collectibles that   the game doesn’t count as being secrets, and  rightfully so because they’re all the very   straightforward kind that are repeated many times  over, you know - see a certain type of door with   a minigame on it, solve that minigame for the  ninth time, and you’re in. Don’t get me wrong,   that stuff isn’t awful, in fact I was constantly  reminiscing back to those collectibles when the   game forced me outside of the castle for  the other 85% of them. Inside Hogwarts,   and by extension the immediate surroundings  including Hogsmeade, the collectibles didn’t   even really register as a grind, because I  was entertained enough running around the   castle… however, when I was grinding out the  points of disinterest in the 14th identical   Wizard hamlet south of Hogwarts that had zero  distinguishing features from the last 13, well,   I couldn’t help but think how much better  of a time I’d be having in the castle,   or in Hogsmeade, and how much better spent  development time would’ve been in those areas. Let’s quickly talk about the Hogwarts Professors,  because they’re maybe the single-best example   I can come up with of this game just  sprinting away from what it does best. So,   the devs of Hogwarts Legacy, Avalanche, did an  absolutely incredible job of coming up with a   new roster of professors. I’m a dork, so at launch  I bought the concept art book for Hogwarts Legacy,   and looking through it… I mean, it’s beyond  obvious that everyone responsible for bringing   these new professors to life realized the  expectations fans were going to have. I mean,   how you follow up the professors of the books  and movies, who were all so memorable? Well, you   do it like Avalanche did, because they knocked it  out of the park. Professor Sharp, Weasley, Ronen,   Garlick - I remember them all, especially Garlick  for some reason, but unfortunately, Hogwarts   Legacy presents you with this really great lineup,  and then just completely forgets about them so you   can go commit mass Mordor and pop balloons in some  generic countryside. You know it would be really   entertaining to see what the reaction would’ve  been before launch if it had slipped out that   in this 70ish+ hour game, you only go to most of  your classes a single time for about 5 minutes   and that each professor gets one or maybe two  cutscenes, almost all of which are in the first   10-15 hours. After that, the game just kinda  gives up on any feeling of you being a student,   because you’re too busy slaughtering every human  and goblin who ever lived with zero repercussions. On the topic of Goblin slaughter, something  that of course comes up frequently here on   this channel, how about that main story, which  again almost entirely falls into the trap of   Hogwarts Legacy not recognizing its own strengths.  Now, I won’t spoil it because there’s no reason   to, really, but the main questline is the type  that could be summed up in about two seconds,   because the premise basically is the entire story.  You’re the chosen one, more or less, there’s a   goblin rebellion going on, so go kill thousands  of ‘em and figure out why you’re the chosen one,   which will definitely play out exactly how you  think it will because this is the safest main   quest of all time. The story doesn’t really take  a single twist, turn, or chance of any kind, and   while it is fine, it’s passable, what gives me a  headache is that the main quest gets absolutely   embarrassed by one of the side storylines. You  probably already know which one I’m talking about,   it’s of course the questline with Sebastian and  Ominus. These two characters carried Hogwarts   Legacy, especially towards the end when their  story is one of the only reasons left to ever   be in Hogwarts. I don’t know how many of you had  this same experience, but it reached the point for   me while playing where my primary motivation  for continuing the main questline was just   to unlock more of the Sebastian and Ominus story.  Whenever I’d get a new objective related to them,   I’d sprint towards it immediately and have a  good time, but when it was over I’d already   know exactly what was about to come next. I’d hang  my head low and get ready for another main quest   where I immediately leave Hogwarts to go kill a  bunch of Goblins in the countryside yet again: The Sebastian storyline, well, it really should’ve  been the main quest, or at least I think so. Drop   the chosen one thing that doesn’t go anywhere  interesting and has been done to death anyway,   drop the Goblin rebellion that keeps us out of  Hogwarts, and instead, what could’ve been so   much more is a fleshed out version of Sebastian  and Ominus’s storyline, one that actually fits   in with the rest of the game. As it is, the  Ominus Sebastian questline is really good,   but it’s also pretty short, a fair amount of it  happens without your involvement, and, it needed   a lot of work to not be in constant disagreement  with everything else that happens in this game.   It’s the Sebastian storyline that puts some of the  most important choices this game offers in front   of you, the ones related to getting involved with  some of the darkest magic in this world. Those   decisions are, without exception, presented  as being super consequential points of no   return for your character, as they really needed  to be if they were going to make any sense… but   then, shocker, they aren’t consequential, at all.  The second you step outside of this storyline,   with only one small exception nothing you  did within it matters, even a little bit.   It’s honestly kind of embarrassing looking back,  because when Hogwarts Legacy came out this channel   had about a quarter of the subscribers it does  now, and as a very small channel, I was so excited   at the time to make some Hogwarts Legacy content  focused on the little things, you know choices,   consequences and all of the ways the game responds  to your actions. As we all know now, despite that   being a pretty big part of the marketing, well,  there really isn’t anything of that. I mean you’re   free to become death, destroyer of the Scottish  countryside all you want, but the actual choices   you make in dialogue, the ones that should be  game changing, well they mean absolutely nothing. As it turns out, and this was news to me  after having read the books 40,000 times,   the Unforgivable curses are actually extremely  forgivable - your teachers don’t care, your   other friends don’t care, Deek doesn’t give a sit  about anything other than the potions you brewed,   so at least that’s consistent, but point is, no  one cares what unspeakable acts you’ve committed   or what dark magic you’ve decided to tamper with,  and let’s be honest, it doesn’t make any sense.   Avalanche, please, if anyone from the studio  is watching, I beg you to consider my offer:   I would like to refund 50 Merlin trials and 27  Bandit Camps in exchange for even half of my   choices having consequences. You can also have 250  square acres of the southern part of the map back,   I’ll include that for free. I’d also like  to return the other 45 Merlin trials,   plus I’ll even throw in two dozen empty caves and  the pointless lockpicking minigame to sweeten the   deal in exchange for this game having a House  Point system, or more students to talk to,   or companions that could join you on adventures,  or a dueling club that lasts more than 10 minutes.   I mean, seriously, what was that about? How do you  introduce a dueling club, the perfect setup for   fun, repeatable combat within Hogwarts, and then  get rid of it after just a few minutes? You know,   one, not very convincing argument I’ve heard as  to why an open world twice the size of Pangea   was necessary is that without it, it wouldn’t be  possible to fit much combat in. To that I say,   huh? As it is Hogwarts Legacy doesn’t even  come close to making the most of the combat   opportunities that are already there in the  iconic parts of the map, let alone Wizarding   Hamlet number 27 or plot of land 713. Like, the  Forbidden Forest’s entire thing is that it's   filled with dangers of every sort, and you never  know what’s around the next corner… In Hogwarts   Legacy’s Forbidden Forest, well, that couldn’t be  further from the truth. There’s like 5 creature   types to fight in total, and those same 5 are just  repeated endlessly across the rest of the map. You know, despite some issues, I do  like the combat in this game a lot,   it’s honestly pretty impressive how solid it ended  up being… that said, the one complaint thrown out   most often against it is that there just isn’t  enough there to keep it interesting for 60,   70+ hours. It was built for the more casual  gamer, which is totally fine and appropriate   for a game like this, this isn’t Dudley Souls,  but like so many other areas of Hogwarts Legacy,   its combat would’ve benefited greatly from  less of a focus on quantity, you know the   same encounters spammed 50 times each which is  what you get, and instead a focus on a little   more depth and some variety. Different enemy types  can do a lot to keep simple combat feeling fresh,   and this game just doesn’t have the excuse of  there being limited options. I mean there’s an   entire spin-off Potter book just filled  with dangerous creatures that are right   there, ready to use, and while I’m definitely not  saying we needed all of them in this first game,   it does feel like a major misfire to be  spending most of your time fighting skeletons,   wolves and spiders in this world, one that offers  dozens of very unique, already designed enemies,   the kind that you couldn’t get in a non-Wizarding  World game. That’s the part to really hammer home,   there are so many bits and pieces of Hogwarts  Legacy that don’t take advantage of what this   franchise already offers up on a silver platter.  Part of the reason you haven’t seen much Hogwarts   Legacy content since launch I think has to do  with this being a game that’s really difficult   to break down in a way that’s fair, even when  you’re focused solely on judging the game by   its own merit. On one hand, I and I’m sure many of  you are rooting for Avalanche Software - they’re   famously not the type of studio you would’ve  expected to be assigned a huge project like this,   I mean their crowning achievement pre-Hogwarts  Legacy was Chicken Little: Ace in Action,   the spin-off Chicken Little game, and with that  in mind Avalanch did some incredible work here. On   the other hand, I don’t think that’s a shield from  all of the very avoidable flaws baked into the   core of this game, especially the ones that feel  really self-inflected. If you look into the game’s   files you’ll see tons of evidence of core features  that were in the works but ultimately scrapped,   I’m talking House Points, a reputation system  based off of your behavior, companions that could   accompany you on adventures and react to unrelated  quests you were doing, penalties for using dark   magic in front of authority figures, that stuff  was being worked on, and for a game with so much   padding that ate up dev time, well… that brings  us full circle as to why Hogwarts Legacy is one   of the most frustrating games of the year for me.  A pretty good game, and one I think of positively   in a lot of ways, but once some time passes, after  Avalanch have put out a sequel or two and other   Wizarding World games have come and gone, because  we know they’re coming after how this one sold,   well, I think Hogwarts Legacy will be looked back  upon as more of a good start than anything else.   It’s a flawed beginning saddled with the huge  mistake of biting off way more than it could   chew and as a result, it left a ton of room for  improvement. The positive though is that Hogwarts   Legacy has set Avalanch up with an incredible  foundation to build upon, and whatever is coming   next, I’m looking forward to it.... And there  better be quidditch. Well, that’s all for today,   if you enjoyed this video consider leaving a like  as that’s how YouTube decides what’s worthy, and   if you enjoyed the video, feel free to subscribe.  Thanks to the channel’s patrons as always for   their support, something big is coming very soon,  so stay tuned for that, and that’s it… see ya.