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Playing The Witness

 The Witness is a puzzle game designed by Jonathan Blow. the player controls a character that is alone on an Island that is populated by grid puzzles. The player solves these grid puzzles to unlock new areas of the island and progress through the game. 

The puzzles begin by simply introducing the player to the concept of drawing a line through a 2D maze to the exit. The game then adds new mechanics and constraints to be met by each puzzle, for example passing through certain points on the grid or using the line drawn to separate icons of different colours. The expertise in the design of the game lies in the methods it employs to teach players about its mechanics. At no point does the game explicitly tell the player how to solve a puzzle or navigate a certain constraint, it instead provides the player with a very simple, small implementation of a constraint, so the player can test theories of how they think it could work and learn the solution for themself. Here is an example of the first two levels in which the player is presented with black and white icons to be separated. The player must draw a line from the start circle on the left to the exit line section on the right, so there are only three possible solutions. Even a player who has no idea about how to solve the puzzle will be able to do so in maximum three tries. A player who attempts to determine the solution logically will likely be able to solve the puzzle on their first try by drawing a horizontal line through the middle. Even if the player did not understand why their solution is correct, they can look back at it and determine why it worked. The solution to the second puzzle is almost identical and uses the same thinking as the first, reinforcing the player's understanding of the mechanic. 


After teaching the player a mechanic, the puzzles can become progressively more difficult, resulting in the following puzzle. The player will have solved many puzzles of this type and gradually improved their knowledge so they will be able to solve a puzzle that looks as complex as this. 


The game introduces the player to many mechanics like the one previously shown, and creates notoriously difficult puzzles by combining mechanics. 








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