The Witness is a slightly more interesting case in that it presents a sequence of evolving puzzle rules. The rule evolution again relies on presentation aspects to achieve the "twist": early puzzles are clearly framed to stress the notion that puzzles are limited to clearly discernable canvases. Later puzzles dissolve these boundaries until they are no longer present and the puzzles are simply part of the environment. This sequence is only partially gated by the game (whether or sequencing/gating in a game is part of the rules or the presentation is another can of worms). The only real change from clearly framed to unframed puzzles here is that the problem statement transforms into finding the right viewpoint. Which part of this is art?
In my opinion, the art in these games is the beautiful intersection of a set of puzzle rules with the world they inhabit. In The Witness, the world is additionally constructed to be thematically interesting, and I think that the set pieces on the island are intrinsically connected to the puzzles next to them. The island by itself would not make for very interesting art: it’s the game element that brings the art to life.
Also, “pressing a button to reverse time” feels very reductive. By playing the game, the player learns, and this learning leads to understanding. Usually, this understanding is tied solely to the game world and is used to tackle new and more complex challenges in later areas, but maybe it can also lead to extra-game insight. Even a tiny game like Passage makes powerful gestures in this direction.
It's frustrating that the reasons The Witness is lifechanging can't be explained to others without preventing them from having that same experience and understanding. But that in itself is a revelation to discover. It can't be told, it must be experienced.