offered a great taste of 's wizarding world, finally allowing players to forge their own path at the famed school of witchcraft and wizardry.
However, a glaring omission held the game back from true greatness: the lack of meaningful consequences. While students could do a lot in the game, their actions rarely resulted in more than a fleeting, inconsequential remark from an NPC.
This lack of impact significantly diminished the roleplaying experience, reducing player agency to a superficial level. The idea that players got to be Hogwarts students in the world felt more hollow as the game went on. The game world remained largely static regardless of morality or choices.
It felt like an open-world game with linear progression, and while that works for a first game, it's not going to work in a sequel.
Warner Bros wants to keep the magic oflive with a sequel, but the studio has to do more than just make a similar game. This disconnect between action and consequence is especially jarring in a world built on a rich, established narrative.