Avalanche Software has a long history creating intriguing titles that redefine what open world play can mean. What lessons did you learn from these and other projects that you applied to Hogwarts Legacy?Kelly Murphy, Hogwarts Legacy Lead Designer:

When we went away from more linear, level-based experiences, we went with a philosophy of giving players multiple overlapping goals. This helped us fill our game worlds with distractions and gameplay as the player explores the world. In doing this, we identified motivations the player would have in the game, and devised systemic means for them achieving those motivations. This means interweaving dependencies between systems.

For instance, in Hogwarts Legacy, the player can only hold so much gear before they need to sell or destroy it. Therefore, a motivation for the player is to increase the size of their inventory. This can be done by completing Merlin Trials, which litter the Highlands. But, to complete Merlin Trials, the player will need enough Mallowsweet on them, which they can grow in the Room of Requirement, or purchase. They will also need the correct spell unlocked for the specific Trial they are trying to complete.

We found that identifying what the player will need or want, then giving them means by which they can chase those motivations gives us the opportunity to fill the world with gameplay not only invests the player, but allows us to focus on the right amount of pulls or distractions in the world as we build it. We wanted a pull to occur at least every 30 seconds of running in the world to keep players engaged.

There’s so much world building and lore in the Wizarding World. How did you go about deciding when to set the game and what storyline it would follow?

Murphy: The most important pillars for the team were that we felt like an authentic Wizarding World product and that the player could role play as the Witch or Wizard they desire in this time and setting, as they are the hero.

Therefore, we wanted a time period that didn’t overlap with other competing heroes in the franchise, but wasn’t so far back in history that it wasn’t relatable. This landed us in the time period in the game, the 1890s. We felt this time period brought with it interesting technology, fashion, and was recent enough that we could utilize past events, characters, and surnames familiar to fans of the books and movies, nodding to them.

Finally, we wanted to not only showcase the various spells, potions, plants, and tools players are familiar with from the books and films, but give them something new that they have a special relationship to. This is where Ancient Magic comes in. It is mentioned in lore, but never really developed. So, developing this gave us an opportunity to be both innovative while staying authentic.

Source: Unreal Engine Blog