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What happens if you get caught stealing, for example?
Fines? Take away your wand? Kick you out of school?
I'd say go, turn off the HUD markers, and quest objectives.... then go stumble around for a while.
The last thing this game needs is to be a Cryptic FromSoft type game. FromSoft could learn a thing or 2 about things like accessibility options.
Source. I did just that for a little bit, the novelty of it wore off about 10 minutes later, because I have control over pressing up on a d-pad and looking at a mini-map without needing to turn the feature off completely.
Plus, nobody really blinking an eye when you use unforgivable curses, come on!
TLDR I would have loved a karma system and actual consequences. I would have loved some darker or just less surface level good tones. It just feels forced and dishonest -- and unintentionally creepy.
Oftentimes you also only have the choice to say "yes" and "more enthusiastically yes". And that's ok-ish until you really want to say "no", can't, and get reprimanded for saying "yes".
Like you, OP, I do enjoy this game in general. It's a good time sink to relax. I like the gameplay, the graphics, the sounds, but oftentimes it's also just so ... empty, yes.
I've said that a few times about games recently, but maybe it's just not for me. I'm sure there are many people who enjoy just this, who want a break from a more grim reality. I can see that. But for me this is just a bit of a letdown at the end of the day.
As it stands in the game, there aren’t real consequences for getting caught stealing or sneaking around. You can freely pick locks, loot items, and explore without penalties like fines, losing your wand, or facing expulsion. While it might feel like a missed opportunity for added immersion, it also allows players more freedom to explore the world without restrictions.
The lack of consequences, like being able to steal in plain sight without any repercussions, definitely feels at odds with the rest of the world’s immersive qualities. It’s like they put so much effort into crafting the look of the game that some of the smaller details, which would add a lot of realism and depth, got overlooked.
And you're spot on about the music! The quartet is a great touch, but yeah, why not give them a rotating playlist? That kind of variety would’ve been such an easy win for immersion. The same goes for the portraits—so much potential there for interactions, lore, or even gameplay mechanics that could add more personality to the castle.
The hand-holding in some parts of the game can definitely be frustrating. You want to figure things out yourself because that’s part of the joy of playing a game like this. At the same time, when the game gives no guidance at all, it can be a bit jarring. Striking a balance here would be key for future iterations.
I totally agree: the castle and world don’t need a complete overhaul; they’re already incredible. Just fleshing it out with interactivity, consequences, and those little touches that make the world feel alive could take things to the next level. Let’s hope if a sequel happens, they take all this feedback into account and give us an even more magical experience.
Your headcanon about Hogwarts being inherently evil is spot on—and honestly, it checks out. Hogwarts itself has always been inherently dangerous, with a shocking lack of safety and care for the students. Look at how many people died or were seriously injured just during Harry Potter’s time there! The castle practically thrives on chaos, from deadly creatures in the Forbidden Forest to cursed artifacts just lying around for curious kids to stumble upon. It's no surprise that Hogwarts Legacy leans into that same vibe, whether intentionally or not.
The whole “rescue” mission for magical creatures feels especially twisted when you think about it. You're sneaking up on them in their natural habitats, snatching them away from their families, and stuffing them into a magical sack. It’s like, “Congratulations, you’re a poacher with good intentions!” And the fact that nobody bats an eye at you flinging unforgivable curses just makes it even more bizarre.
On the other hand, if you think about it, you are keeping a breeding pair safe from actual poachers. The magical creatures you rescue are brought to a sanctuary where they’re protected and cared for, which is arguably better than leaving them vulnerable in the wild. It’s still a morally gray area, but at least there’s some justification for your actions beyond pure exploitation.
A karma system or meaningful consequences would have added so much to the game. Imagine being able to lean into darker paths—or actively avoid them—and having that impact how NPCs treat you or how the story progresses. Right now, the forced moral simplicity and constant railroading into saying “yes” feel like missed opportunities. Sometimes, you just want to say "no" or make a choice with real weight behind it, rather than feeling stuck in the role of the ever-eager student.
That said, you’re absolutely right about the game being an escape for many players. It offers a cozy, magical world to relax in, and that's fine for those looking for a break from reality. But for players craving deeper immersion or darker tones, it does leave something to be desired.
Let’s hope that if there’s ever a sequel, the developers consider the potential for adding more meaningful choices, consequences, and that rich moral complexity that could make Hogwarts truly come alive—not just as a beautiful setting, but as a dynamic, immersive world where your actions really matter.
I have no idea what sorts of development constraints they ran into, but in some ways, it seems like a game that was slightly too ambitious, and ran out of time to implement some systems. That may not be correct, but it comes across that way.
Rule of thumb: there is pretty much never enough time and budget. There is no end to amazing ideas but there is a moment where you have to release a game. I can relate to that. We rarely don't see that in games nowadays, especially as the possibilities for them grow.
I'm not even fully convinced the constant neutral gender form, that I have seen annoy quite a few people who viewed it as entirely politically motivated, is not at least in part impacted by that as well. It's quicker, cheaper and includes all options somehow. The problem is that in many languages it gets clunky and artificial easily. People often just don't talk like that in their daily lives. That's especially evident in more gendered languages and if you don't just happen to view your player character as they/them anyway. It's not the most elegant solution, but it may be the most reasonable one given possible circumstances.
What are you supposed to do at night then? You can't sleep as far as I have found. Can't even wait or sit down in my own room.
You can skip time and change between day and night when you open the map even now. I believe default is F when you have the map open.