ESSAY · 2026-05-08

Observation as Play — Common Grammar of Witness, Obra Dinn, and Lorelei

Designs where noticing is the reward

Introduction

Action games verb shoot and jump. Puzzle games verb push and place. The verb that ties these three games together is rarer than that. It is look.

The Witness (2016), Return of the Obra Dinn (2018), Lorelei and the Laser Eyes (2024). Three works across roughly ten years that turned observation itself into the play action.

Witness — Discovering Grammar

Jonathan Blow's The Witness asks you to draw lines on more than 500 panels. The puzzle is not the line; the puzzle is the grammar of symbols that grows region by region. The player is never told the grammar — they read it off the panels.

Past the midgame, players start seeing panels in the world itself. Sunlight through trees becomes a line. The outline of a cloud becomes a symbol. Observation resolution rises. This is the first realized version of 'looking IS progress.'

Obra Dinn — A Frozen Instant

Lucas Pope's Return of the Obra Dinn replaced the moving world with a frozen instant. Sixty death scenes, each preserved as a three-dimensional tableau the player walks around.

If Witness rewards looking-at, Obra Dinn rewards looking-around. Accent, fabric, position, weapon — the observable units multiply, and the player begins to chain them.

The trick is that three correct entries lock in together. Without that, uncertain deductions would feel like spinning your wheels. A tiny design choice carries the whole feel of the game.

Lorelei — Observation Meets Cipher

Lorelei and the Laser Eyes (2024) carries the grammar of Witness and Obra Dinn into a new place, fusing it with classical cipher work. The objects of attention become painting dates, clock hands, room numbers — all decipherable, all referential.

Simogo seem to have decided that observation alone was no longer enough to feel new. They forced the player to copy what they see into a physical notebook and reassemble it elsewhere. That externalization is the genuinely new step beyond Witness.

Shared Grammar

Three things tie them together. One: what you see directly changes game state. Two: only player knowledge gates progress. Three: more observation resolution means a larger world.

If you are building an observation puzzle, you probably need all three. Drop any one of them and observation collapses back into ordinary tutorial reading.

References

Primary sources for the works cited:

Steam: The Witness (2016, Jonathan Blow)

Steam: Return of the Obra Dinn (2018, Lucas Pope)

Steam: Lorelei and the Laser Eyes (2024, Simogo)

Wikipedia: Jonathan Blow

Wikipedia: Lucas Pope

Wikipedia: Simogo

Closing

The observation-as-play lineage is young. Three works in ten years. Anyone building in this space now should study all three closely.

If I were to take it further, I would extend the observation unit into the temporal axis. Obra Dinn cut observation out of space; the same cut should be possible across time.

Reactions (no login)

Anonymous • one of each per visitor per day

Read next

FEATURED ESSAY · 2026-05-15

Carving the Learning Curve — Baba's Vertical Wall and How It Was Built

When and how should a puzzle game stop the player? A comparison of Baba Is You's notorious vertical wall, Cocoon's unbroken flow, and the design philosophy that lives between them.

Related reviews

Part of these series