Hogwarts legacy: three years later, a cruel reminder of ubisoft's rpg obsession
It took three years, but I’ve finally conquered Hogwarts Legacy. Let’s be honest, I first tried it mere days after launch, and it simply didn’t resonate. A similar experience occurred when I attempted it on Nintendo Switch 2 nearly a year ago. Only after meticulously revisiting every single Harry Potter game as part of a personal YouTube project did I finally clear the title on my third attempt. This time around, beyond my own personal journey, I understood why I’d abandoned Avalanche’s RPG initially – an inescapable, suffocating structure that fundamentally undermines the core experience.

The assassin’s creed malady
Entering Hogwarts, strolling through Hogsmeade, attending classes, and scrutinizing every corridor as if it held a hidden promise is undeniably captivating, especially after three years of distance from the initial hype. However, the passage of time does little to disguise the endemic flaw plaguing Hogwarts Legacy: the relentless imposition of Assassin’s Creed’s familiar system – a compulsion to consume the open world at its own dictated pace. As 3DJuegos Hub reported, a ‘better’ Harry Potter game from PS2, that saga irrevocably shifted, introducing a persistent problem. This isn’t merely about levels; it's about a demonstrable barrier that actively disrupts organic progression, merging the main narrative with secondary quests that lack genuine weight.
Hogwarts Legacy doesn’t just impose level restrictions; it actively gatekeeps access to spells, professor assignments, and class-based ‘pay-to-progress’ mechanics, forcing players through systems they may have initially desired to explore later. The sensation isn’t one of lacking power, but of being systematically directed, task by task, rather than allowing player agency to organically shape the experience. Remarkably, Avalanche never concealed its design philosophy – a deliberate prioritization of numerous, interconnected objectives over a linear narrative. Alan Tew, the title’s director, succinctly captured this approach: “Only an open-world RPG can capture our fantasies.” Tew, in essence, acknowledged a desire to build a web of systems, encouraging players to become entangled in a complex network of motivations, rather than a compelling, destination-oriented adventure.
Kelly Murphy, lead designer, elaborated on this strategy during an interview with Unreal Engine, detailing Avalanche’s commitment to “many overlapping objectives.” The core principle revolved around identifying and fulfilling the player’s needs and desires, populating the world with interconnected prompts. Want to expand your inventory? Tackle a Merlín test. Need to cultivate plants in the Room of Requirement? Complete specific challenges to unlock crucial spells. The aim was to deploy a stimulus every thirty seconds, ensuring a constant stream of new secrets and distractions, diverting attention from the central plot. While conceptually sound – a core tenet of open-world design – it ultimately proves detrimental, transforming the narrative into a supporting role, subservient to the overarching system. The result is a feeling of obligation, rather than exploration.
The documentation itself inadvertently exposes this issue. Hogwarts Legacy’s FAQ explicitly acknowledges the level-based progression system, outlining how challenges, classes, plant cultivation, and potion brewing contribute to the player’s ascent. This reinforces the parallels with Assassin’s Creed Odyssey, where Ubisoft introduced a level-based structure as a late addition, prioritizing progression over narrative cohesion. Scott Phillips, a key figure in Odyssey’s development, noted in 2018 that the game was built around 50 levels of progression, necessitating a structure focused on combat, discovery, and task completion – all designed to unlock new skills. A subsequent patch added an official level-up system, a clear indication of how central that framework became to the core experience. Hogwarts Legacy effectively masks this issue, presenting a façade of magical education and companion relationships, while the friction remains subtly present.
Ultimately, the studio’s ambition – to create a richly detailed Hogwarts with genuinely interactive rituals and gameplay – is admirable. However, the consequence is a relentless interruption of the narrative, transforming a potentially immersive fantasy school into a meticulously constructed cage. It's a testament to the danger of prioritizing systems over storytelling. Three years on, Hogwarts Legacy represents the definitive Harry Potter experience, yet simultaneously embodies the most frustrating aspect of Ubisoft’s RPG formula: the deliberate obstruction of the narrative, forcing players to exhaust every available option before accessing the core story. And for a journalist like myself, constantly battling dwindling deadlines, that’s a significant impediment.
Don't get me wrong, the core concept is brilliant, but the execution feels fundamentally flawed. It’s a waste of both player time and creative potential.
