Design Spotlight: The Witness
I had the opportunity to play through The Witness some time back, and I was both impressed by the experience and occasionally frustrated by some decisions. Today, in true Design Spotlight tradition, let's focus on one aspect of the design that resonated with me.
Certainly, there are tons of pieces talking about The Witness's puzzles, narrative structure, or audio design, so, I'd like to pivot and talk about the game's spatial flow.
We're gonna babble light-heartedly about level design for a bit.
Well crafted level design often curves in on itself. New paths with open up and new perspectives in the same space are gained after some progression. Early Skyward Sword levels were strong in this regard. So was, famously, Dark Souls.
The trick: surprise the player without confusing them. Getting truly lost is rarely the point. Yet, being temporarily blinded to the larger context is great for inspiring wonder by opening new perspectives.
The Witness excels at this.
Turn a corner and you're in a new biome with a spectacular view. Follow a path, stumble onto new places to explore. Explore a place and find yourself spat out somewhere familiar, with a new shortcut unlocked.
The game starts with a somewhat linear play space and turns it into a well-connected web. And the layout should be web-like; the game features regular backtracking (and the tone is antithetical to fast travel).
(Fast travel sucks anyway... another topic for another time)
What's brilliant about it is how it mimics our unconscious spatial learning. When we enter a new space, whether virtually or IRL, a tunnel vision of orienteering occurs. We focus on the general feel and major landmarks as we build out our core understanding. This core understanding is rudimentary, even linear. It's also often accompanied with a sense of wonder.
It's once we've gained a familiarity with a space that we notice the finer, subtler details. Our awareness expands; we see new interconnections between areas, and, I suggest, we're more open to unexpected stimuli. The Witness's level design mimics this with its explicitly expanding spaces: initial areas are contained, understandable, and linear; later progress in the game opens up alternate routes, new methods of travel (the boat, underground tunnels), and expansive, winding spaces with hidden details, all while encouraging re-exploration of past zones. The game encourages our natural spatial learning, and progresses with it.
There's something "fun" here. Well, it certainly stuck with me, an admitted explorer type. The thing is, it doesn't often show more than the player is comfortable exploring at once. And the deeper aspects sprinkled everywhere are left for organic player discovery: there's a definite "WHOA" moment when the player discovers the hidden environmental "puzzles".
Other people have talked about how the game's puzzle progression usually does a good job of teaching the player. I'd argue the spatial design does an even better job of informing player expectations than the puzzles do. There's something to take away from that.
Thanks for reading, chums











