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Opinion: The Harry Potter universe is not ours, it's hers
There's no escaping J.K. Rowling's bigoted views and the shadow they cast on Hogwarts Legacy.
The marketing and release of Hogwarts Legacy have left fans and journalists who support trans rights in an uncomfortable position. Though the game's creators aimed for inclusiveness in their character creator and the inclusion of a transgender woman in the cast of NPCs—doesn't purchasing the game fund Rowling's recent turn towards anti-transgender activism?
Many players and developers have said "yes, absolutely. Purchasing this game and supporting Harry Potter is a win for Rowling's hateful cause."
But others among the development and media community have pushed back—even those who support trans rights. A common argument among this crowd is this: though Rowling herself is bigoted, a large number of Harry Potter fans are not (in fact many in the Harry Potter community have been pining for queer and trans characters for years).
The argument goes on to say that Rowling may legally own Harry Potter, but she doesn't own its cultural impact or our relationship to the Wizarding World.
I have a different question: does that argument stand up to scrutiny?
First, some table-setting. In case you aren't aware, Harry Potter creator J.K. Rowling has loudly and proudly expressed her opposition to transgender activism, particularly when it relates to transgender women in the United Kingdom.
The root of her bigotry seems to stem from transphobic talking points that transgender women are not women (she leans on the phrase "identify as a woman" quite a lot), and that women's organizations providing social services to them endanger cisgender victims of sexual and domestic abuse, despite data showing that trans women are disproportionately quite likely to be victims of abuse.
Not content to just have incorrect and bigoted opinions, Rowling has gone on social media to mock trans activism and express support for vocal transphobes.
Her opinions are not merely a question of personal beliefs. In 2022, Rowling began funding a women's shelter that denies access to victimized trans women. She has openly praised the founders of the UK group LGB Alliance—a same-sex rights organization that was founded in opposition to LGBT advocacy organization Stonewall for its support of transgender rights.
She performs this anti-transgender activism not just in a global context of right-wing scapegoating of trans people, but in a local one. She has voiced opposition for Scotland's Gender Recognition Act, saying that it will "harm the most vulnerable women in society: those seeking help after male violence/rape and incarcerated women."
After the law passed Scotland's parliament, the ruling Tory party in the United Kingdom exercised a rarely-used power to overrule the newly-passed legislation.
Rowling's behavior extends to her interactions on social media, often with former fans. She has responded to criticism of her and Avalanche Software's Hogwarts Legacy with extreme vitirol, exposing critics' accounts to waves of attacks by transphobic trolls.
Though Avalanche has stated that she did not work on the game, her direct intervention against those calling for a boycott is a strong reminder that though Rowling is not on the immediate financial food chain, her relationship with Warner Bros. Games owner Warner Bros. Discovery is one that gives her incredible control over how it adapts her books.
If you are familiar with Rowling's public descent into anti-transgender activism, none of this is new to you.
So why are players and developers still interested in playing a Harry Potter-themed game? Well there is plenty of precedent for continuing to play games/read books/watch films made by creators with morally fallible or bigoted views.
In the world of video games, players have had to wrangle with how Minecraft creator Markus "Notch" Persson became a transphobic online crank before selling Mojang to Microsoft. The release of Shadow Complex in 2009 raised questions about the involvement of author Orson Scott Card, who has been publicly homophobic over the years.
This is in addition to the many public game development figures that have played key roles in major franchises before facing sexual harassment or assault accusations.
How we respond to the works of those creators today is an ongoing conversation. Just like with Rowling, plenty of players find comfort in enjoying the work but condemning the artist—they make an effort to reclaim these creations and rid them of their awful baggage.
But Rowling's activism presents a new challenge for the video game industry—because she has worked very hard to make sure such reclamation isn't possible.
Who owns a story?
As mentioned, Rowling is not the first creative force who has made world-altering work while espousing vile beliefs.
She's also not the first multimedia creator whose work has spawned an international fandom with a parasocial relationship to the source material. Though video games are more popular than ever, we need to look back to the worlds of literature, film, and television to make worthwhile comparisons.
For instance, the fan relationship with the TV franchise Star Trek defies any easy categorization. If it weren't for fans falling in love with the series and passionately pushing for its renewal, it would have been a fascinating artifact of Desilu productions. We'd be writing articles like "hey remember that time Lucille Ball produced a science fiction show?"
For over fifty years, Star Trek fans have written fanfiction, made fan films, dressed up in cosplay, and dreamed about their lives in Starfleet or the Federation. The philosophical question of "who owns Star Trek?" is vague because though Paramount has the legal rights to the series, creator Gene Roddenberry has passed away.
Even when he was alive, the influence of other creative minds shaped the franchise in so many different ways that you can now make self-referential comedies about all the weird directions the series has taken.
Author Anne Rice reinvigorated the vampire genre in the 1990s with her book Interview with the Vampire and spawned a diverse, international fanbase. Rice is a fascinating case study in how fans relate to a work and world, because she was one of the few creators who fought against this parasocial paradigm. She fought fanfiction at every turn and was a notoriously difficult creative partner when the critically acclaimed film starring Tom Cruise and Brad Pitt was in production. (But to contrast Rowling's behavior, she was incredibly supportive of her LGBTQ readers.)
And then of course, there's Star Wars. I am one of millions of Star Wars fans who built my own relationship to George Lucas' world thanks to the neverending parade of books and games that filled the gap between the original trilogy and the prequels.
Lucas and the metaphysical ownership of Star Wars have faced many different kinds of scrutiny over the years—especially after the creative choices he made when directing the prequel trilogy and remastering the original films. I remember going out of my way to volunteer at a film festival in 2010 to see The People vs. George Lucas