"The Witness is a game all about perspectives." – Joseph Anderson
I love The Witness. Typically, this sentence would be followed by "I also hate The Witness," and while I certainly do see merit in the critiques of its flaws, unfortunately, I do not share the same sentiment. I love The Witness, period. However, for the longest time, I had spent wondering why people were so conflicted about The Witness. I have seen countless reviews, thoughts, and opinions online, coming from people so clearly torn on this game and how they feel about it. At first, I chalked it up to "gameplay good, narrative bad," as is the dichotomy in many things with mixed reception, and it held up for a while — the puzzles were creative, enticing; the narrative was pointless, pretentious, with no payoff. But something kept tugging on my mind about this shoddy explanation I had pieced for myself. It felt off. The puzzles weren't always creative or enticing, for in some cases they felt haphazard or obscure. Likewise, the narrative wasn't actually that awful, and I found it piquing my interest, especially with the audio logs in later areas. Something else underneath The Witness must have been spoiled, plaguing, contradictory, that which would've led to its contemptuous reception. Something I couldn't have spotted — until I saw it from another perspective.
I only gained an inkling of what this issue was when I watched my friend attempt to solve the puzzles in the Monastery and get stuck for an hour at the puzzle on the pillar, unknowing of the true solution. Tantalizingly, she got close three separate times, and even once explicitly said, "Maybe the solution has to do with the branches. Like, if I looked at the puzzle through the branches, it'd make a path somehow." She was right. The correct path was, indeed, formed by the branches. Three times she almost stood at the exact spot and looked at the exact angle to see that she was correct, but instead of trying to align herself properly, she stopped, looked elsewhere for an answer, exclaiming, "Nah, this game wouldn't be that crazy."
I had gone into the Monastery having extensively learned of the importance of environmental clues as I had finished the forest, the orchard, and the desert prior. As a result, I understood what I had to do in the Monastery fairly quickly. On the other hand, my friend had not finished as much of the game as I have at that point. So what made the difference? Was it her lack of experience? Was it our differences in instinct? In intellect? Or did I luck out, having stood at just the right position and angle to see the solution for myself? Keeping this instance in mind, I looked at other people's playthroughs of The Witness and noticed much of the same pattern of people getting stuck at something, the only difference being that that something is different for everyone. I was completely dumbfounded by the greenhouse's color puzzles, while artists (my friend being one) got them right away. Meanwhile, quite a few people got stuck in the jungle puzzles, a few found difficulty in the desert puzzles, and some even misunderstood the orchard puzzles. In comparison, these puzzles were relatively automatic to me. So what made the difference? Were they inexperienced? Did they lack the instinct? Were they "stupid"? Did they just not "get it"? These are some of the smartest people I know; neither acuity nor innate talent made the difference. Perspective did.
"That's no better a solution than any of the others, is it?" – James Burke
To be all about perspectives is to humor multiple points of view, and this is a trait seen all over The Witness. From the game's cryptic, long-winding, and often opposing audio logs and videos which all share tangential yet parallel viewpoints, to the game's nonlinear design giving it a sense of freedom, to set pieces that form different images from various angles: The Witness appoints credibility to all ways of interpretation. Through its narrative density, The Witness takes pride in and waves around its "neutrality"; there is no right or wrong. After all, you are but an observer of your world, you are its witness, and here it lays before you its variety.
The Witness seems to believe that a change in perspective means a change in eyes; however, it fails to account for the change in mind. Differences in knowledge, experiences, and even upbringings can vastly change your journey through (and your thoughts about) The Witness, and amid its beliefs of having multiple ways to view a problem, I can't help feeling that often there is only one correct way to look at said problem. The Witness asks you to take a step back, breathe, take your time, and use your eyes to "see", to observe all that is around you, to know that whatever it is you are after, it is always right in front of you. In a phrase, The Witness is about "your perspective". Yet paradoxically, The Witness seems to also want its players to take the exact position and angle necessary to solve its various puzzles. And I don't just mean locomotively, I mean mentally as well. The game seems to funnel people into thinking in the way it wants them to think, and to solve the puzzles in the way it wants them to solve. After all, there are many dimensions to any given puzzle in The Witness: some may be more on connecting the dots, while others may test your skill on building shapes, and though some puzzles are more open-ended than others, there's a certain noticeable rigidity to it all. In this sense, The Witness is more about "its perspective", one that you have to keep up with.
I've watched three of my friends play The Witness from its beginning, and while the game certainly is open-world, there's this unshakeable notion of there being "one correct path" through the game. Ever since that incident with the branches, I kept asking, would my friend have gotten stuck had she taken a different path? Had she learned the importance of environmental clues a bit more? Is it a failure of the game's design, or her failure for not following the thought process the game wanted her to take?
Experiences and upbringing play a part in the equation too. There is an audio puzzle mechanic in The Witness that requires differentiating tones from one another. A comment in a review of the game surmised that tone-deaf individuals have more difficulty with the puzzle mechanic compared to, say, those who speak tonal languages. Likewise, colorblind folks will have plenty of difficulty with the game's light reflection puzzles compared to those with normal vision. Are their perspectives invalid, then? One must understand that if The Witness wants to give the impression of being a game "all about perspectives" (given how it carries itself and its narrative), then accounting for these differences in experiences is no mere accessibility, it is the game coming through on its premise. But in its pursuit of "uncompromising art", it ironically switches up on its premise by disallowing these different perspectives to flourish in its harsh design. In The Witness, the truth is both abstract and stubbornly forced.
"Stop looking for what you want... and you will find more than you could ever want." – Gangaji
The Witness is a puzzle game, and I'm discreetly aware that puzzles must have right or wrong answers. I am not arguing against the concept of right or wrong. I am, however, pointing out the dichotomy between this game's message and its execution. The Witness wants to teach the player the lesson of seeing things in different ways, in new ways, but it only ever ends up teaching the player how to see things the required way. It's probably why environmental puzzles (puzzles that aren't on panels but are based on images formed by the environment) are not required. Otherwise, this issue would be as blatant as day.
I rarely got stuck in The Witness, and the few times I have felt like a miscommunication of a gimmick. One time, I got stuck in the Monastery. The second puzzle had broken branches meant to dictate the walls of the maze, and I was stuck here for days until I looked down and saw the fallen branches on the ground, after which I immediately picked up on their meaning. It's not like I couldn't figure out the gimmick, nor did I "not get it", I simply wasn't seeing what I was supposed to see. And that's the most dangerous trait of The Witness. It bargains you to see what it wants, and when you don't see what it wants, suddenly you find yourself falling behind, trying desperately to catch up with the game's ever-heaving progression. The Witness presents a contradictory outlook, one that says: you are always correct, until you are not.
I don't know. Maybe I'm rambling. Maybe none of this makes any sense from anyone else's perspective but mine, and maybe I'm ironically falling under the same contradiction I state by righteously believing my perspective to be correct and that of any others as wrong.
My point is, I love The Witness, period. And in the years to come, I'd probably look back at it with awe and fervor. But as it stands, I can't shake away the feeling of something not quite adding up. A stinging question remains ever on my mind. Do I love this game because it truly was of indisputable quality, or do I love it because I happened to look at it from the right place, at the right time?