There are many sports video games on the market with Madden, 2K, and FIFA as some of the better-known titles. One sport, however, has been criminally underrepresented with just one video game to date, a game that came out in 2003. As the title suggests, I’m of course talking about the fictional wizarding sport of Quidditch.

HARRY POTTER: QUIDDITCH WORLD CUP

Harry Potter: Quidditch World Cup came out in 2003 and, as the title suggests, focused specifically on the popular wizarding sport in J.K. Rowling’s universe. To its credit, the game plays incredibly well even after sixteen years. The developers managed to create a fun and engaging gameplay system that still holds up overall. Simply put, it is a fantastical yet basic type of Madden or FIFA.

YOU PLAY TO WIN THE GAME

Why has there only been one Quidditch game to date? The Harry Potter fandom is still very strong, rivaling that of Star Wars and superheroes. Now that we are in an era of competitive Internet gaming, there is an opportunity for Quidditch to come back into the spotlight and gain as much popularity as Madden or FIFA.

Here, I’ll address how the base gameplay from Harry Potter: Quidditch World Cup, along with elements from a few other, less obvious titles, could be built upon for a new Quidditch gaming experience. For simplicity sake, I will be referring to the controller layout of the PS4 and, as a sample team, I will be using the Gryffindor team from Harry Potter’s first year at Hogwarts. Let’s begin.

The strongest element of Harry Potter: Quidditch World Cup is the chaser gameplay. It is simple to master yet still manages to keep some level challenge. At its core, this would remain the same in our new, hypothetical Quidditch video game. X would be pass and CIRCLE would be shoot. However, this newer theoretical version would have many more layers added onto this.

The majority of gameplay will see the gamers playing as the chaser that holds the quaffle while on offense and the chaser closest to the quaffle while on defense, like in the 2003 game. However, a feature would be added where you can switch to any other player on your team if you so desire. In this instance, the player that is holding the quaffle would proceed across the field on their own, like players in Maddenwhen they have the ball but the gamer allows the AI to take control.

The function of being able to choose any player on your team would be assigned to L2 and it would bring up a list of your seven players. There, you simply press the button you’ve assigned to the player you want to switch to and then you take control of that player. Hitting L2 again takes you back to the chaser holding the quaffle while on offense or the chaser closest to the quaffle while on defense.

EXAMPLE: Gryffindor Team

  • Hit L2
  • A two columned list appears on the lower left corner of the screen (one column is player names with the first letter of their position next to each name & the other is the button they are assigned to)
  • C Alicia Spinnett – X; C Katie Bell – CIRCLE; C Angelina Johnson – SQUARE; S Harry Potter – TRIANGLE; B Fred Weasley – L1; B – George Weasley – R1; K Oliver Wood – R2
  • Hitting one of these buttons will let the gamer take control of the corresponding player
  • Hitting L2 again will take you back to the chaser holding the quaffle if on offense or nearest to the quaffle if on defense

This will allow gamers to have more control over the game. One could take control of their keeper in order to better defend their hoops or take control of the seeker in order to find the snitch faster. Of course, none of these are guarantees, but that all depends on gamer skill.

That leads me to the most drastic change for the gameplay: how the seekers function. In Harry Potter: Quidditch World Cup, both teams essentially built up meters that slowly inched towards one another during the match. Gamers would do things during the match to increase the size of their meter and simultaneously lower their opponent’s meter. Once the two meters joined, it was time to catch the snitch and the chaser gameplay was abandoned entirely. Whoever had the larger meter had the ability to speed boost for longer in their pursuit of the snitch. While this can be fun and intense, it divides the game into segments and takes away that free flowing feel portrayed in the books and movies.

In this theoretical reimagining of the Quidditch video game, the seeker is a usable asset from the start of each match. As stated earlier, a gamer could take control of their seeker whenever they wanted and simply fly around the pitch looking for the snitch (unintended rhyme). While you have the chance of finding the snitch faster, you run the risk of letting your opponent take advantage in the chaser gameplay. The longer you don’t find the snitch, the greater that risk becomes.

There would be, however, a way for you to command the seeker to search for the snitch whilst you focus on the chaser gameplay. Hitting R2 would bring up a mini map of the pitch that is broken into grids. It would appear in the upper right hand corner of the screen. On this mini map, there are two different colored circles: one identifying your seeker’s position and the other identifying your opponent’s seeker’s position. Once the mini map is opened, you have the option of hitting X, CIRCLE, SQUARE, or TRIANGLE plus L1 or R1 to send your seeker to search the pitch at the corresponding location. X, CIRCLE, SQUARE, and TRIANGLE would act as a compass (X=South, CIRCLE=East, SQUARE=West, TRIANGLE=North). L1 would send the seeker to search closer to the field while R1 would have them search higher in the air.

EXAMPLE: Gryffindor Team

  • Hit R2 to bring up the mini map
  • Hit X & L1 to have Harry Potter search southern part of the pitch closer to the field
  • Choosing a search area for your seeker instantly takes you back to the main gameplay and closes the seeker mini map until it is opened again with R2

L2 meanwhile would have two different functions whilst the seeker mini map is open. If tapped, the seeker simply searches the middle of the pitch. If held in, however, the player can draw a custom path in the mini map using their right analog stick. So, theoretically, you could have your seeker serpentine across the entire pitch in search of the snitch (intentional rhyme).

Seeker gameplay changes once the snitch is spotted. When one of the two seekers spots the snitch, the whole pitch is made aware of it. The seeker that didn’t spot it must first find the other seeker in order to catch up. Meanwhile, the seeker that did spot the snitch begins to chase it in a similar fashion to Harry Potter: Quidditch World Cup. The major difference, however, is that it is more free roam instead of a set path (think of a racing game). You have the potential to lose the path entirely if your gamer reflexes aren’t good enough.

Once spotted, the snitch will create a golden trail behind it like in the 2003 game and the seekers will be able to go faster if they stay in that golden path. They also have speed boost meters like in the original game, but those meters are formed off the field through training and the new stat system.

Chasing after the snitch can be interrupted, however, and the seekers have the potential to lose track of their prize. One way a seeker can be interrupted is simply by losing track of the snitch in the pursuit. This can happen simply by the gamer not following the path well enough. Other methods of interrupting the snitch chase include the seeker being hit with a bludger or two, a timeout being called, or a team successfully using their special move.

In this Quidditch game, bludgers and beaters would function very differently than in Harry Potter: Quidditch World Cup. In the 2003 game, teams would every now and then be given the bludger ability, which would give the gamer brief control of a bludger to hit the opposing team’s player that was carrying the quaffle. In our hypothetical game, players would not be able to take control of bludgers.

Instead, the bludgers would fly around and be a hazard all the time. It would act, in a way, like the lightning in the Slave Knight Gael boss fight from Dark Souls 3, random but hazardous. Gamer controlled players would be able to dodge bludgers by doing the following: when a bludgers gets near the gamer controlled player, there will be a flash over the player’s head, similar to the counter signal in the Batman: Arkham games. In the center of this flash, there would be a random button: X, SQUARE, CIRCLE, or TRIANGLE. The gamer must hit that button in the brief moments it is present. If the gamer does this successfully, their controlled player dodges the bludger. If not, they are hit and, if they are holding the quaffle, they drop it.

Another way for gamers to defend their players from bludgers is to command their beaters to guard certain teammates or attack the opposition. One beater is assigned to R1 and the other to L1 in the normal chaser controls. Hitting one of these buttons would prompt a branching choice to appear on the appropriate side of the screen.

EXAMPLE: Gryffindor Team

  • Hit R1 to command George Weasley
  • A small branching menu appears on the right side of the screen with two options: Guard-up on D Pad; Attack-down on D Pad
  • You hit Guard and are presented with the following: C Alicia Spinnett- up on the D Pad; C Katie Bell-right on the D Pad; C Angelina Johnson-left on the D Pad; K Oliver Wood-down on the D Pad; S Harry Potter-L3
  • You select Harry and George goes off to guard Harry from bludgers
  • Next you Hit L1 to command Fred Weasley
  • A small branching menu appears on the left side of the screen with two options: Guard-up on D Pad; Attack-down on D Pad
  • You hit attack and are presented a similar menu to that of Guard, but this one has the names of the other teams’ chasers, keeper, and seeker
  • Upon selecting your target, Fred heads off to find a bludger and send it at the designated target
  • A beater that is set to attack does so until either the bludger finds its target or the beater is commanded to perform another action
  • If an attacking beater successfully hits its target, a picture of a bludger on the teams insignia will briefly appear on the side of the screen (in this case left) and on it are the words “TARGET HIT!”

A bludger will never hit a player that is being guarded by a beater, but the player’s maneuverability and speed drop dramatically. So, in theory, you could have a beater hang around your seeker to protect him or her from bludgers the whole match, but the seeker wouldn’t be able to cover nearly as much sky in search of the snitch and, once the snitch was spotted, would have more difficulty chasing it down than if they weren’t being guarded. You could also have your beater protect your keeper, but you run the risk of making the keeper less responsive to opponent shots. It’s all a balancing act. Oh, and as for players not controlled by the gamer when it comes to bludgers, their ability to dodge is left up to the AI and their individual stats. As for beaters that aren’t being commanded, they simply fly around the pitch and hit bludgers randomly at opponent players.

Stats would be a new, major implementation to the Quidditch gaming formula and it would take a lot of inspiration from Madden and 2K. Like in Madden, all players have the same skills, but are more proficient at some than others. Harry Potter, for example, would be better with speed, maneuverability, and awareness as a seeker. Oliver Wood would be skilled in reflexes and durability as a keeper. The Weasley twins, as beaters, would have proficiency in awareness and arm strength. The chasers would be focused on shooting and passing,

What might be the recommended stats for a certain position, however, may not correspond to how the gamer plays. Perhaps you have a very strong but not so fast seeker, which may work better than a speedy, light seeker in certain weather conditions. You could also have an incredibly fast, light keeper who ‘s prone to going down easily from bludgers because of their low durability. The point is that if you, as a gamer, want Oliver Wood as your seeker and Harry Potter a chaser, you have the option to do so. But always remember that each player’s statistics determines how he or she plays, no matter his or her position.

Another thing worth noting is how the keeper operates when controlled by a gamer. If your opponent is too close to your goal for comfort and you’d rather not leave it in the hands of the AI, you can switch to your keeper, as mentioned before, and try to stop the quaffle shot yourself. Doing so would be quite simple, requiring simply the touch of a button.

Once the shot is launched, you can hit either SQUARE, TRIANGLE, or CIRCLE and the keeper will go to the corresponding hoop to defend it, another similar reaction technique taken from the Batman: Arkham combat system. If your opponent launches a shot at the center hoop and you hit TRIANGLE as the keeper, you will stop the shot. This also goes CIRCLE for right and SQUARE for left. If the shot is launched and you don’t hit the right button, then you missed and the shot is good. If you’d prefer to not be the keeper, then you can let the AI base your keeper’s performance off of their stats.

One hold over from the 2003 game would be Team Special Moves. Like in the old game, they would be performed by pressing a single button, R3 in this case. However, one can only unlock the usage of their team’s special move during a match by doing well in other aspects of the game. On each side of the screen, there will be a meter teams can fill up in order to unlock their special move. When the meter is full, the team can use their move, but it isn’t as simple as in the old game.

Firstly, filling the meter can be done in a variety of ways. Scoring goals would work, but that would be the slow way of doing it. Successful bludger attacks, keeper saves, steals, and trick-passing streaks would be quicker ways to fill up the meter. Steals would be simple, just like in the old game. If the gamer controlled player is near the opponent who poses the quaffle, simply pressing X will initiate a tackle and you will take possession. Trick-passing streaks are also a carry over from the 2003 game and they can be performed through excellent timing. If you throw a pass with one chaser, hitting X and one of the D Pad direction buttons simultaneously as the quaffle reaches the intended target will immediately initiate a trick pass that will send the quaffle to another chaser. You can string a few of these together for a good chunk of meter and simultaneously confuse your opponent temporarily.

Secondly, Team Special Moves have the potential of being interrupted in this game. Why? Well, because in this game, successfully performed Team Special Moves have the potential to make seekers lose track of the snitch and, therefore, could be kept in a team’s back pocket if their opponent spots the snitch before them. To counter this, the player that is going against a Team Special Move has one chance of stopping it once it is initiated.

In Dragon Ball Z: Budokai 3, there was an element called rush attacks. If the player pulled them off, they were able to deal massive amounts of damage. The trick to pulling them off, however, was to play a game of chance. When a rush attack was initiated, both combatants would have a few seconds to pick from X, SQUARE, CIRCLE, or TRIANGLE. If different buttons were selected, the attacking fighter would proceed with the rush attack. If, however, both combatants picked the same button, the fighter being attacked would break out of the rush attack. This type of chance mechanic would be implemented during Team Special Moves. The difference to Budokai 3 would be that instead of the chance happening three times with varying odds each time, there would be only one chance and a 25% chance at that.

Team Special Moves aren’t the only special things chasers can do in this theoretical game. They could also perform Flying Formations. There can be up to four Flying Formations assigned to the D Pad, one for each direction. Hitting the corresponding button will have the chasers move into that formation and head down the pitch that way. Perhaps you want all three sweeping level across the field, or perhaps you want them flying in a vertical line. Maybe still, you want to place one chaser behind the opponent’s goal so that, after you score the first time, they can knock the quaffle back in front of the goal and you can score twice in one possession. Flying Formations add a playbook element to Quidditch, which in turn adds another layer of strategy.

The last thing I would like to address about gameplay is timeouts. Admittedly, I’m not sure how the timeout system works in Quidditch and I’m sure there’s an explanation somewhere. However, considering that they could be used to throw a seeker off the snitch’s trail, I would suggest the following: each team starts with one timeout. For every one hundred points a team scores, they are awarded another timeout. In this way, teams have access to more than one timeout but they can’t use them as get-out-of-jail-free cards whenever their opponent is close to catching the snitch.

I’m sure that there are more mechanics that could be thought up when it comes to the gameplay and I’d be happy to hear them. Please comment below! (even though we aren’t done yet…)

THE WORLD STAGE

A massive draw for this game would be the World Cup. While there would of course be a Hogwarts mode, the main competitive focus would be the country versus country matches. According to the United Nations, there are 195 recognized countries in the world and it would be fun to have many of them represented. Each country can have a unique uniform and broom aesthetic. Broom statistics could be tweaked in the World Cup Management Mode.

In this updated theoretical game, there would be a mode that plays a lot like Franchise Mode in Madden. You can train your team and upgrade your brooms to make the best team possible. You can also stock your roster with substitutes, which could be swapped in whenever there is a break in the action like in basketball (EXAMPLE: timeout, injury, or goal score). Players could play Management Mode as a single player campaign against the AI or online against gamers all over the world.

One worry that might come with such a game is having paid to win options like some other popular sports games infamously have. It would be very tempting for the studio behind the project to do this because none of the players are real, meaning they are easier to manipulate. It would be easier to create a set up where they could charge real world currency for the best players. I choose to be optimistic, however, and hope that such a system would not be implemented into a modern Quidditch game.

So what are your thoughts? Would you like to play Quidditch against other players around the world? Would this game gain traction and popularity in the modern gaming market? Feel free to share your thoughts!