Originally Posted by
Val the Moofia Boss
To me, making an HP game about going around and killing things is like all of those Star Trek games that were about blowing stuff up. Those game adaptations missed the point of the IP they were supposed to be adapting. Star Trek wasn't about blowing stuff up. It was about exploring worlds, interacting with aliens, analyzing anomalies, trying to use your toolkit to rig up a solution. And occasionally getting into a stand off and sometimes blowing something up. Except almost every Star Trek game omitted all of that and was just about blowing stuff up. Literally the one and only Star Trek game that vaguely felt like Star Trek - that had a significant amount of non-combat gameplay - was STO, and even then it was overly laden with combat. It's also like Lord of the Rings, which isn't a story about combat. In fact, very little page time is devoted to battles, and yet every game except LotRO was a murder simulator dressed up in a thin veneer of LotR.
When I think of Harry Potter, I don't think of zapping hundreds of mobs. I think about talking to ghosts, or trying to come up with a creative solution to a problem using a whacky toolkit of potions and magical artifacts, or solving puzzles, or riding strange creatures, and so on. And I guess maybe occasionally zapping someone. But this game feels like one of those hundreds of throwaway Star Trek or LotR games where it misses the point of the IP.
- - - Updated - - -
It feels like game design has hardly moved forward over the past 40 years. It feels like the gameplay loop of big budget games predominately revolves around combat and killing things. It feels like no one is trying to figure out how to create an engaging fantasy adventure where combat only happens some of the time and there is a lot of engaging gameplay outside of it.