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Edge - April 2016

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Dispatches<br />

perspective<br />

steven poole<br />

trigger happy<br />

Shoot first, ask questions later<br />

Illustration kaeru.com.ar<br />

W<br />

hat is a puzzle? The etymology of<br />

the word itself is puzzling. The<br />

Oxford English Dictionary<br />

suggests possible derivations from earlier<br />

European words about being bewildered<br />

when trying to choose. And in English, the<br />

state of being puzzled is, from the late 16th<br />

century, that of being confused or at a loss.<br />

This is how videogames often try to make us<br />

feel, hopefully in a pleasurable way. And they<br />

do this by being filled with puzzles.<br />

Yet a puzzle, in modern English, has the<br />

sense of something rather trivial. It’s<br />

something that’s both difficult and pointless.<br />

A puzzle isn’t as serious as a ‘problem’,<br />

something a serious intellectual might<br />

worthily attack. Ludwig Wittgenstein<br />

reputedly said there were no real problems in<br />

philosophy, only puzzles. And in the language<br />

of chess books there’s an evident hierarchy of<br />

seriousness from chess puzzles (which are<br />

for juniors or beginners), to problems (for the<br />

seasoned player), to studies (the most elegant<br />

and artistic problems).<br />

But in games, we don’t talk of problems<br />

or studies; only puzzles. And this little word<br />

is used for a bewildering variety of ways the<br />

game might challenge the player. You might<br />

have to work out how a giant, eldritch<br />

machine spread through several rooms is<br />

supposed to work. Or you might have to find<br />

the right keycard to open a door. Perhaps<br />

you’ll have to roll a heavy ball through a<br />

booby-trapped maze, or just slide some<br />

virtual tiles around to complete an image. A<br />

puzzle can be a grand challenge of many<br />

interlocking deductions and physical actions,<br />

or it can be a connect-the-pipes minigame.<br />

Connect-the-pipes minigames, as it<br />

happens, are the basis for the hundreds of<br />

puzzles in Jonathan Blow’s The Witness. And<br />

this extraordinary game, with its lovely<br />

echoing cabins, surreally hypersaturated<br />

island flora, and its glorious buildings and<br />

structures, is not just a game filled with<br />

puzzles. It’s about solving puzzles, and also<br />

about learning and teaching. It concentrates<br />

How pleasant to play a<br />

game with no lengthy<br />

backtracking, no unskippable<br />

FMV, no repetitive grinding<br />

on one of the most apparently trivial and<br />

familiar kinds of videogame puzzle and<br />

expands its possibilities relentlessly, to an<br />

almost hallucinogenic degree.<br />

The game teaches the player, wordlessly<br />

and quite brilliantly, how to play it. As the<br />

simple maze puzzles at the beginning ramify<br />

relentlessly with new twists, the fanatically<br />

systematic way in which this is done reminds<br />

me of nothing so much as the procedures of<br />

learning a musical instrument, or of<br />

developing a musical theme in composition.<br />

When you’re learning to play the piano, you<br />

first begin playing scales with both hands in<br />

parallel. Later, you’re introduced to ‘contrary<br />

motion’, in which the left hand goes down<br />

the keyboard while the right hand<br />

simultaneously goes up the keyboard, before<br />

they reverse direction and meet again in the<br />

middle. It is freakily difficult at first. And so<br />

is the moment when Blow introduces<br />

contrary motion to his puzzles, with two<br />

paths snaking around the maze in opposite<br />

directions at once. Other variations are<br />

introduced by manipulations through mirror<br />

inversion or rotational symmetry, just as<br />

with the serialist technique of generating<br />

new tone rows in modernist composition.<br />

Each set of puzzles is also a tiny parable<br />

of the learning process. When a novel rule is<br />

introduced – either within the puzzle, or<br />

somehow outside it – you’re urged through<br />

the same micro-narrative of hypothesistesting,<br />

failure, and the eventual tremendous<br />

satisfaction of the “Aha!” moment.<br />

Challenged, monstrously yet benignly, you<br />

end up challenging yourself anyway. Sure,<br />

you can often stumble through a puzzle by<br />

trial and error. But the pleasure is far greater<br />

when you’ve stared it down and constructed<br />

the correct solution in your head first.<br />

The Witness is brilliant and mesmerising,<br />

and oddly mentally refreshing. How pleasant<br />

to play a game with no lengthy backtracking,<br />

no unskippable FMV, no repetitive grinding.<br />

But it’s fair to ask what it all adds up to. Yes,<br />

one may admire its disdain for superficial<br />

originality, combined with its deep<br />

originality in the almost philosophical<br />

devotion to exploring the ramifications of<br />

pathfinding challenges. But in music, or in<br />

writing, or whatever difficult thing you like<br />

to do away from the console, there are<br />

endless puzzles every day in the service of<br />

something greater. Is The Witness anything<br />

more than a kind of giant animated<br />

compendium of sudoko puzzles? What does<br />

it all mean? It’s in provoking that question,<br />

perhaps, that its cunning artistry lies.<br />

Steven Poole’s Trigger Happy 2.o is now available from<br />

Amazon. Visit him online at www.stevenpoole.net<br />

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