While playing The Witness for this review, I wrote an email to its lead creator, Jonathan Blow. It was a moment of weakness.
I feared that Blow’s magnificent new puzzle game had deadended my ability to reach a solution. I sent it on a Saturday afternoon. “I’ve been playing for much of the day and am having a good time,” I wrote. “I’ve solved a LOT of puzzles.” I listed my accomplishments in the game so far. I needed him to know that I hadn’t buckled early.
“One puzzle, though, is really vexing me,” I continued, “I’m not sure if I should be able to solve it yet. I’m wondering if you can tell me if I should be able to solve it or if it is dependent on me doing something else in the game first.”