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About the Story
You play as Alice Armstrong, the new Professor of Muggle Studies at Hogwarts School of Witchcraft and Wizardry in Scotland, even though you've never heard of "muggles" before and never knew magic was real until the headmaster proved it to you. But when you arrive at the school, you discover that a botched spell has made everyone disappear and you're now trapped within the castle. Is this something you can fix without magic?
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Number of Reviews: 3
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Muggle Studies is a Harry Potter fanfic in IF form, designed -- so far as I can tell -- as an introduction to IF for Harry-Potter-loving fans. To that end, it doesn't do anything terribly shocking from an IF perspective, but introduces a variety of common types of puzzle much in the way that Mrs Pepper's Nasty Secret does. To ease in new players, "Muggle Studies" comes with detailed instructions, a complete hint system, and a sample transcript (rather deliciously, one that riffs brutally on "Twilight"). Parser improvements via Aaron Reed's extensions correct common errors and clean up minor typos for the player, making for a smooth interaction experience.
There are a few odd decisions in the puzzle design. I ran into one guess the verb problem ((Spoiler - click to show)I tried PUT SCARF ON THESTRAL rather than GIVE SCARF TO THESTRAL, and this wasn't recognized as a solution at all; it's also a little strange that the scarf isn't marked as something you can wear, since this seems an obvious thing to experiment with.); several other puzzles are things you can solve by going outside the game before or instead of finding the solutions internally, which might or might not be considered a defect.
"Muggle Studies" also makes use of several outright riddles, something I haven't seen much in recent IF, saving one room in the esoteric "Ted Paladin and The Case of the Abandoned House". Riddles make somewhat tricky IF fare, because they tend to have no connection to an implemented world model and have no hinted feedback on partial failure states; you can't typically solve a riddle puzzle by progressive experimentation. Fortunately the riddles in "Muggle Studies" are confined to one particular puzzle area and are fairly consistent in concept, so the effect is fairer and more accessible than it might be.
These quibbles aside, however, "Muggle Studies" is solidly crafted: I didn't run into any obvious bugs, and it deals cleanly with flashbacks, conversation, and other potentially challenging elements. A nice set of feelies rounds out the package, and I was fortunate to get a copy of the Collector's Edition, in physical form: a handsome black envelope containing the letters and brochures that are also available by PDF.
As story, "Muggle Studies" feels somewhat limited. There's the shell of something here. It's not a story that would stand very well on its own. Too much is unexplained, I think, for a reader who doesn't know the Potterverse to follow, or to have much investment in it, but there's certainly a concept: the protagonist is a non-wizard introduced unexpectedly to the wizarding world, and the story involves the injustices of certain wizard laws, together with the protagonist's relationship with her ex-girlfriend. Questioning the rules of a well-known story -- and thus the preconceptions of the audience that accepts and admires that story -- is one of the more interesting functions of fanfic, from Eliezer Yudkowsky's "Harry Potter and the Methods of Rationality" back to Euripides' Electra.
But "Muggle Studies" doesn't so much richly explore the question of muggle/wizard relations as raise it in a short essay at the end. Because the majority of the puzzle content takes place in an abandoned Hogwarts, there's not much opportunity to interact with the major characters except during framing elements at the beginning, in flashbacks, and at the conclusion. The end does give the player the chance to make significant decisions one way or another, but it doesn't necessarily feel very well connected to the more objects-and-puzzles substance of the midgame. In addition, there's a bit of a player-protagonist disconnect, as the player is likely to know quite a bit more than the protagonist. (Spoiler - click to show)Some of this is because the player may have read Harry Potter before and recognize all the characters; a large part, however, is that the protagonist is shown as failing to notice the clue-by-fours that the narrative is laying on the player. Thus it's clear to the player very early on that both the protagonist's grandmother and her girlfriend were witches, but the protagonist continues not to realize this officially until the end. And because we've spent so little time with the major characters, the player is unlikely to feel as strongly about the protagonist's girlfriend as the story deserves.
The other thing I found myself missing in "Muggle Studies" was an in-depth exploration of Hogwarts as a place and the inhabitants, present or not. The protagonist is a muggle and so cannot do any magic; none of the spells of Harry Potter are available in play. This is probably a safe design decision, since J. K. Rowling's concept of magic is so wildly inconsistent as to be a real bear to implement, and includes such puzzle-breaking powers as the ability to unlock any lock, to fetch any object from a distance, and to produce water from nowhere.
Even with those constraints, though, it would have been nice to see a little more about the personalities and history of the canonical characters. As it is, we get a peek in Lupin's diary and a visit to Snape's classroom, but in neither case are there many hints of the owners' personalities. (Spoiler - click to show)Another missed opportunity was Filch's catalog of detention cards. While it was fun to look through the catalog and find items at random, it would have been more rewarding to be able to look up specific characters and find their records: this kind of content rewards the in-the-know player for demonstrating familiarity with the series, but someone with less background won't even notice it.
All of this is not to say "Muggle Studies" is a poor game. On the contrary, it's well above average in implementation and polish, a substantial debut piece, and the extras show a lot of love and enthusiasm. But I consistently felt that it could have been significantly more impressive if the human content and the puzzle content had been better unified, and Hogwarts given a richer texture. Perhaps the result would have been less of a pattern card of typical IF interaction styles, but it would also have been a better interactive story.
After your worldview has been shaken when the Wizard Dumbledore appeared in your flat and offered you a job, you wake up the next day with a hangover and a signed contract to teach "Muggle Studies" at Hogwarts Academy. When you arrive there, the halls and corridors are abandoned because of a spell gone wrong. You must set things straight without resort to magic.
Muggle Studies is set in Hogwarts Academy, that grand fantasy-medieval castle in a hidden part of England. You start off in Dumbledore's office and must make your way down a tower and back up again after gathering what you need.
Although a tower with its limited room for branching hallways and side-rooms makes for a good setting for a straightforward text-adventure, it is also very narrow and linear. The gamespace feels cramped because of this. It is easy to forget that you are supposedly in this great building with all sorts of corridors , halls and other towers, let alone that it stands in a wide landscape with dark forests. A few windows with lush descriptions of the shingled roofs and the towering walls outside the tower would have pulled the space more open. Maybe even a view of Hagrid's cabin or the living tree in the distance to remind players of the universe they're in. The one window I could look through gave a very generic description of green woods and a glimpse of water outside.
The puzzles in Muggle Studies are good, but nothing too imaginative. This is beginner-level IF, where exploring and TAKE x WITH y suffices for the most part. The puzzles are very well hinted, without too much handholding. The game has one room where you have to figure out the answer to four riddles, a puzzle device rarely seen in modern IF, but which fit very well in this setting. A puzzle that does not work so well is a coded magic book (Spoiler - click to show)where the cipher is a simple ROT13. I decided to decode it manually to get some sense of achievement out of it, but I would have preferred if the author had invented a simple code him/herself (? I can't tell from the name.) and put a deciphering book somewhere hidden in the tower.
There are a good number of books and notes around that give clues and entertainment. I especially liked the Book of Herbs, where you can LOOK UP a large number of magical plants from the index, most of which are of no importance to the game.
Another nice touch like this is the file of misbehaviors and punishments in Mr. Filch's room, where you can read about some of the misschievous plans of Hogwarts students.
The game handles conversations through TALK TO menus, which fits perfectly with the difficulty. There are always some fun options to talk about next to the important topics.
In keeping with the beginner difficulty level, there is a tutorial voice that gives advice on proper syntax for commands. Unfortunately, it sounds very pedantic to anyone who has played IF before.
The best part of the game to me is the slowly unfolding backstory involving your grandmother and your ex-girlfriend. It gives an emotional dimension to your character in this otherwise standard gathering-magical-objects quest.
A nice diversion for a few hours.
Muggle Studies is essentially a treasure hunt game, with a few puzzles and riddles. Fortunately, it is not just a treasure hunt game: the faithful and imaginative rendering of Hogwarts, and the protagonist's personal journey both pull the game up from its less than auspicious structure.
Muggle Studies, like other works of fan fiction, requires some knowledge of the original works to be fully appreciated. Like many people my age, I grew up reading Harry Potter books with each new one being devoured a day or two after release. A lot of my friends were into Harry Potter fan fiction, but it's never been my cup of tea. That said, the exploring of Hogwarts and the discovery of the world of magic is more compelling in interactive fiction. The use of the second person lends immediacy and intimacy with the environs that is lacking in a typical graphical Harry Potter game where you play out someone else's troubles from the distance of a third person perspective.
Though it is written in the second person, you play as a very concrete individual with their own history; and the weaving in of Alice's personal story through reminiscences and flashbacks adds both another layer of mystery to the story and gives greater emotional depth to the exploration and subsequent discoveries of the game.
If you're a fan of the Harry Potter series then playing the game is a must.
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