Being Good
v1.1
written and composed by Christian Mayr
You recently graduated at the academy of tear-avoiders and now need to fulfill a mission where you spread the teachings you acquired in countless lessons:
Avoid the tears
Burst their fears
Make them smile
All the while
And all that to get prepared for your destiny: Becoming a fairy godmother!
Playable with any character of any level and any class
A little note on design: I know this module is short. But you need to understand that creating something imaginative that keeps in the player's mind and raise it to a level of quality which won't disappoint yourself takes its time. Also I could have made it longer, but I decided to use more or less a way of indirect characterization (like for instance the explanation of the wolf's fear of water) to introduce the characters and their connections to the environment. This makes the game much shorter but is aiming at increasing the intensity of the experience.
As a few (or a lot?) of you know I'm not a native speaker. So if you notice a case of serious language-abuse I'd be grateful if you could point that out (always eagerly working on my english ;)).
Overview While clearly from the same madcap mind that produced "Asylum," "Being Good" is rougher, less ambitious, and shorter than its predecessor. Beyond these basic limitations, there has also been a lot less emphasis placed on the "look" of the locations, particularly the wide pasture/town where most of the action takes place. As a result the sense of otherness that was so strong in "Asylum" does not come through as strongly here. Now, I will say this: balanced against the limitations of the module, there is one particularly brilliant sequence involving a wolf and deer that is one of the most surreal things I have ever seen visualized by an artist. And the final twist--two choice that are literally about "Being Good"--is fabulous. The mod currently suffers from a couple of potentially game breaking bugs (detailed below) that will force a restart--an unwelcome diversion for an amusing trifle such as this. As always, the question is how to score these things. Since the module is definitely one for a limited audience, a sic is its lower bound...but instead of the 10 as an upper bound I gave "Asylum," I'll give this a 8. That averages to a 7, which I will then ding another .25 points for bugs (as of 7/8/2007). Suggestions for improvement **SPOILERS** The sequence started by approaching the prone wolf will fire again after healing him the PC goes to that area of the office. If you use the pendant, you are now stuck forever in that pocket world with nothing to do but bust up the rocks. Make the houses in the village unable to be damaged by bashing. If you choose the "good path" and smash one, you're stuck. I had a couple of reboots caused by being petrified while my avatar (either the wolf or the woman) got stuck. Not sure how this can be fixed, but a save and reboot didn't help. The business card. I spent about ten minutes trying to figure out what to do with it. If its just color, maybe remove the reference to it from the bell. It's a little thing, but the music loop at the beginning has an audible gaps as it loops which I found very distracting.
Posted by PaulBlay at on06/24/07
Updating vote to reflect update. As always I appreciate authors who continue to support their work ;-)
Posted by The at on06/21/07
Another bizarre tale spun by the master of the bizarre. :) Some pretty funny stuff mixed in there as well, Christian, like when the tear crystal finally hit 100% when threatened with replacement lol. Keep up the great work and looking forward to the rest of your Asylum series! -R _________________________ NWN2 Voting Standards 10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone
Posted by sad_eyed at on06/19/07
Well, that certainly was...something. Oh, I actually liked the music.
Posted by shaughn at on06/19/07
The great visual areas and effects as well as the music definately brought this mod to life. The draw back that I found was how all the answer to the puzzles were given to you in conversation, telling the character what to do takes away the challange and some of the fun of playing.
Posted by theobeau at on06/06/07
An interesting module that showed what can be done with the toolset to help tell the story. I liked the "mood lighting" and didn't mind the R&B music. BTW: what type of snow was was Mother Huba shovelling?
Posted by Ryam_BaCo at 2007-06-0114:45:42
updated to v1.1: - fixed game breaking bug with blow-downs - fixed a few typos (thanks to PaulBlay!) _________________________ A Bet, A Corpse A Corpse, A Vote Being Good
Posted by Vaj at on05/31/07
Very fun. Tear machine is great, and the lighting is too. Mod has a lot of flavor!
Posted by cobracommander at on05/28/07
I`ll rate this high despite it`s very short, my ears are bleeding and my eyes are still blinded... Nice dialogs, nice story. CU, CC.
Posted by [OEI]Rob at 2007-05-2316:01:51
Hey there! You guys can actually go ahead and make changes to your entires now. We have all of your mods downloaded, so any changes you make will not be counted in the contest.
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone