Origins

Traveler's Enigma originated back with Dave Tenney's Vinyard Media Group in early August 2005. At one point during production of Send in the Clones 4 I felt like I needed to reassess my creative outlook. I was experiencing a high degree of cognitive dissonance between what I was doing then, and the creative direction the Holy Spirit was prompting me towards. I wanted to do something that covered areas (spiritual, thematic, psychological, technical, and aesthetic) that I had never explored before-things that were more complex and dark and serious. I'd done fairly meaningless stuff before, I wanted to do something meaningful. I'd done comedy and action and over-the-top imagery, I wanted to try subtler, atmospheric work. I'd been doing movies. I wanted to make a game.

I aimed for a February 2006 release at ArtFest. I ran into a large number of technical issues, some of which left me unable to progress for months. By the time these were resolved, ArtFest had already come and gone. I resolved to release it before the next ArtFest, and planned a colossal enhancement of the gameworld - new areas like the city apartment and sewers, and the extensive cavern complex, went into production. I effectively doubled the size of the game. Other projects also interfered intermittently (like a 5-min. animation for David Ello's show, Faithful, or the 3d church, or KAC foods, or Troop 4: Uncensored, pt. 3, or Sleepwalker, this website, stock pack 1, Super Soda, Sabotage 757 - you get the idea, a VAST list of things.). Also, my mother's recent (Spring '06) bout with ovarian cancer has been an issue. I aimed for a Christmas release. That didn't happen - I did a sort of "beta test" and identified lots of elements that "needed work". I aimed, for Feb. 2007. Then March. Now it's looking like, who knows, a Christmas 2007 release? I'm in that home stretch where as exciting as this was, I am starting to find the project tedious. *AHEM* This project is vulnerable to feature creep. It just grows and grows and gets better all the time. But at some point I must stop working on it and say "It is good enough." and release it. It may still be a little while left, as I've decided to record and add some new content (even a little more - it's worth it!) into the program. All my past projections of release dates have been wrong, I'll just say, "It's done when it's done."

I will push forward and try to have it online someday...

I'll say this, I've cast a few people for FMV stuff that wasn't initially included in the game, including a performance by the talented, award-winning writer/actor Gordon C. Williams.


Statistics related to Traveler's Enigma
Production Over 520 hours of work done so far
Area over 16,000 square feet of explorable area, in various distinct "areas" - roughly 75% of the size of the game "Myst".
Panoramas 49, and over 240 total image files.
Interactivity 11 puzzles, 3100+ lines of VBscript code
Video About 18 minutes of video
Audio Over 38 minutes of audio, in 75 files
3d models Estimated 2,250,000 polygons , 466 surface textures, 112 light sources.
Format DVD (1100-1400 MB), maybe also a compressed version later released for internet download (300-360 MB). Windows only.
Resolution 640X480, the old adventure game standard. But it can be played in 800X600 or windowed mode.
Game Length 4-10 hours, depending on the player.

GAME DESIGN

I have hesitated to call "Traveler's Enigma" a game. In some places, I've said it is interactive fiction, or an imagined alternate or future "reality", others I've said it is what the title suggests - an enigma - a puzzle to be solved.

It's got a lot of video and text in it, maybe it is a book or a movie as much as it is a game!

The structure resembles the Myst series in format, and is most like Myst 3 and 4 in terms of its panoramic interface. I made the graphics in Lightwave, they are not perfect, but they are better than the graphics in most free games.

"Traveler's Enigma" is moderate in size - an acceptable balance between quality and scale. It is media-rich. I'm known for my movies, and if you like my effects elsewhere, the FMVs and integrated video in Traveler's Enigma won't disappoint - there is more VFX video here than in "Sabotage 757", "Troop 4: Uncensored, pt. 3", and "Super Soda" combined.

The music and sound design is derived from multiple sources - including some superb ambient tracks by composer Iain Morland. I also composed a lot of music myself.

Traveler's Enigma is a good choice for the puzzle-loving demographic, but I was careful not to let players get stuck - there are no reflex puzzles, or timed puzzles.

The puzzles start off being easy and become progressively harder.

Integrated into "Traveler's Enigma" is an interactive hint guide, a system better than almost any you'll find in a "professional" adventure game. It tallies your movement in the gameworld (frame changes) and each time they hit a certain number, you get a hint point. Hints are categorized by area, and are inaccessible until you've discovered the relevant area. The hints are progressive, you are forced to open vague hints for a puzzle before the outright solution - and what all this amounts to is a superb balance, in which players won't ever get stuck, and have access to all of the solutions (given enough time) but are still encouraged to try to solve puzzles on their own - as this will get them through faster.

The game also contains an intuitive, non-intrusive custom-developed inventory system, programmed in VBscript.


HISTORY/STORY OF TRAVELER's ENIGMA

The content of Traveler's Enigma has been left under wraps for a long time, for fear of spoiling too much. People stared dumbfounded at the cryptic ads I scrawled in marker - with terms like "Casimir Effect", "Transdimensional Propulsion", "Cybernetic interface", and "God particle" overlaid on a jumbled mass of interconnected partial drawings.

The great escalation into World War 3 began with a nuclear attack on Israel - prompting a massive retaliation and ultimately large-scale thermonuclear war annihilating over 20% of the Earth's population. A war between fundamentalist Islam and a secular and Christian West. By the end of the war five years later, hundreds of millions had perished worldwide not only from the war but from starvation, radiation, cancer, and abject poverty - the global economy was in shambles and only a few nations retained any real power or wealth.

Desperate for peace and prosperity, the people of the Earth united under a progressive World Alliance, creating for the first time a unified world government under a charismatic, brilliant leader who promised to solve the Earth's problems. He offered aid to the poor and destitute, a plan to fix the environment, to rebuild the planet's infrastructure, to bring about a paradise on Earth from the ashes of the old world. In the process of securing peace, unity, and security, in the process of training human beings to cooperate under universal ideology, the World Alliance began to erase democratic ideals - freedom of the press, freedom of religion, freedom of speech, the right to vote or peaceably assemble. The WA became a monolithic fascist dictatorship, executing millions without any process of law, solidifying the planet's wealth in the hands of a select few, breaking nearly every promise that its leaders had made. The new government descended into history's most brutal totalitarian state, keeping all its citizens under surveillance, researching electronic mind control and the genetic engineering of humans for the creation of a new "perfect" humanity devoid of free will. The regime spawned a growing underground resistance of people who hid in radioactive wastelands, retained old beliefs and individuality, and attempted to survive in the few areas the government could not find them.

As this rebellion began to organize a coup, as asteroids impacted the Earth, total annihilation of all life on the planet became a very real possibility. In order to secure the future of humanity (and its own leadership) in the event of all-out war, the World Alliance developed Project Damocles, research into developing interdimensional travel for the survival of the elite few.

The first test of the new technology has gone hideously wrong. You, as a physicist in the compound, are one of thousands of people transported off of the Earth into some other interdimensional position. You are not in your own universe anymore, and the conventional laws of physics don't quite apply. The question is, Where are you and what should you do? Keep in mind, nothing is what it appears to be. The lines between free will and destiny, between the natural and the supernatural, between truth and deception, imagination and objective reality, are not always clear-cut. And be careful who you trust...

"Traveler's Enigma" is a compelling apocalyptic view of the future, a warning of the potential power of technology to liberate or destroy us.

Far more than a simple adventure game, it is an incendiary, emotional, internally fractured and disturbing artistic expression.

This is a dystopian vision inspired by various sci-fi works from "Blade Runner" to "Children of Men", current political trends, biblical doomsday prophecies, and secular projections about future technologies and environmental risks.

It is also a very personal project that, in some sense, is a narrative extension of my own psychological instability, emotional chaos, and spiritual turmoil.

There's a lot of text in game, but I wrote over 190 pages of stuff for this, what you see in-game is a small fraction of what was actually developed (and usually, thrown out).

I treated the two "controversy magnets" - religion and politics - in the context of conflict, and allowed a wide range of characters to express their disparate views. You can respond to the text any way you want to. It's ambiguous and complex and might offend nearly anyone.

I believe in the value of the game as a conversation-starter and source of internally conflicted philosophical debate, as art and entertainment.

I would like to add a simple disclaimer - don't assume I believe everything I write. The characters and personas, in a way, wrote themselves, I wanted them to be authentically themselves and that meant digging into dark places of insanity, demonic influence, the influence of the Holy Spirit, despair, rage, euphoria, etc. Sometimes the feeling I'm going for comes across better in the text if I'm actually strongly emotional and unstable while writing it.

I don't know how people will respond to it, but it is certainly not dull.

I am uncertain on how to rate this by game standards - violence? Implied violence? moderate profanity? Sexual reference? Graphic torture? Discussion of suicide, genocide, societal implosion, nuclear war? Worship of God - and of the devil? If the game ratings boards got ahold of this, it would either be rated "T", or, possibly even "M". I would strongly advise that children not be exposed to this product - but not because of dark images (though they are present) so much as dark ideas.


Here's a NEW video of the program, with better music, and a mix of cutscenes and in-game footage that shows what the game looks like (and some features in it).

DOWNLOAD ENIGMA TRAILER VIA THIS LINK.

Here is a simple image screensaver related to the game. 16 pictures included - designed to pique interest, but not give everything away!

Download screensaver here!

The project will soon be available free here online, I am not making money off of it.

THAT's RIGHT - THIS IS A FREE GAME.

Go ahead, copy the files, distribute the game to your friends, onto bitTorrent, etc, if you want. You have my permission, so long as you do not remove or change any files and do not try to sell the product.

The web version may be smaller filesize, but web users aren't missing anything, per se, the web version will be the same as the DVD version but with video and audio files more heavily compressed. The DVD version will be available, in a collection including EVERYTHING on this website, on the Media Resources page.

The game is made with Lightwave (+ Eki's Refgen panoramic render plugin, at first, but later with Cylindrical projection in Lightwave 9), Adobe Photoshop, Adobe AfterEffects CS3, Adobe Premiere, Garageband, and Adventure Maker (with the KeyGuard plugin). I regret not making this software Mac-friendly but that's an inevitable consequence of the fact that Adventure-Maker is Windows-only and I'm not a good enough programmer to design my own game engine.

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