Keeper's Lead Designer Urges Players to Embrace the Weirdness of a Walking Lighthouse

Usually, when a bird stumbles upon an deserted lighthouse, it may perch, relax momentarily, leave a mess, and fly away. That's not the case in Keeper, an upcoming over-the-shoulder puzzle adventure game developed by Double Fine Productions; in this world, the lighthouse sprouts little legs, forms a friendship with the bird, and embarks on an ambitious hike.

Although a recent sneak peek at Gamescom answered some questions, it also sparked a curiosity to learn more about this absurdist lighthouse-meets-bird tale. Thus, we connected with Lee Petty, the visionary lead behind Keeper, to shed light on his team's colorful creation.

A Unique Journey Experience

While at its core designed as an adventure game, Petty explains that Keeper aims to deliver a distinctive experience through a combination of surreal graphics, world mystery, accessible puzzles, and, importantly, the lack of words. He calls the game a “palate cleanser,” a brief adventure different from anything you’ve played before.

Keeper conveys fewer details than a standard game,” he says. “It was essential for us to let the player relax and not stress about making mistakes; just take a moment to try and accept the unusual aspects.”

Consequently, Keeper is not merely a sequence of challenges, nor is its exploration very goal-oriented. Taking place in a post-apocalyptic realm devoid of humans, players traverse the world as a sentient lighthouse accompanied by a bird companion named Twig, but you can’t die, the game lacks skill trees, and you’ll never have to grind for items.

Gameplay Mechanics and Environmental Interaction

“When we set out to design the puzzles, we aimed to craft puzzles that felt very woven into the world and the inhabitants there. In a typical adventure game, you might find a obstacle first,” Petty clarifies. “You're like, oh, I can't get through this door, and you typically understand that, because there are characters there telling you so with dialogue.”

“But in our game, we wanted to really establish this sense of an unusual, evocative world and not reveal precisely what it's about. Our puzzles function a little differently, so you frequently kind of stumble upon them without understanding what you need to be doing.”

Handmade Feel and Limited Interactions

To impart the game a “handmade” atmosphere, Keeper steers clear of using many variations of the same concept. “We implement that to a degree, as it's not like everything is created only one time and discarded,” Petty elaborates, “but there is a lot of distinct setup. Every short distance away, you see something very different from the rest of the game.”

In response about sustaining gamer’s attention in the absence of failure and clear objectives, Petty is adamant: “I believe we engage the player's attention through the unexpected. You're not really sure what's going to happen around each corner.”

This curated approach is additionally evident in Keeper’s restricted set of interactions. To find your way through its dreamlike world, you don’t need more than a handful of buttons, as the lighthouse’s main way of engaging with the world is through its beacon, which has a standard mode and a concentrated mode. For example, you can direct it at plants to make them flourish, beam toward a creature to make it react, and use it to reveal secrets and solve puzzles.

Companion Mechanics and Diverse Interactions

Twig, the lighthouse’s trusty bird friend, is typically perched on the lighthouse, from where it will occasionally take flight to indicate the path forward or activate secrets. Apart from these automatic movements, the lighthouse can additionally command the bird to perform actions like raising objects, pulling levers, or — perhaps the intriguing one — connecting itself to creatures.

The latter is a great example of how Keeper’s streamlined design to the control system still offers a broad range of gameplay mechanics. The various environments, items, and creatures open the way to distinctive interactions, and particularly metamorphosis.

“For example, there's a segment where a sort of rosy dust, which looks like cotton candy, gets stuck to the lighthouse, making it less heavy. For that segment of the game, the lighthouse can leap, float, and navigate,” Petty explains. “A welcome change from being anchored to the ground. So we aim to vary the pace up in a many various ways.”

Storytelling Devoid of Words

But hopping around and interacting with their surroundings is not the sole task assigned upon the lighthouse and its bird; they must additionally convey a story of friendship, companionship, and surmounting obstacles as a team as they journey toward a breathtaking mountain peak. To make matters more complicated, they must accomplish this without using words — and without the kind of expressions and emotional cues a person could have used.

While Petty assures that gamers will experience greater emotion than might expect from a lighthouse, it’s the bird, specifically, who is instrumental in expressing emotions. “When they're riding along on the lighthouse, you actually have a whole button assigned for just emoting with the bird, and a lot of times it will mirror the mood of that area,” he states.

“For instance, when you get in a somewhat tense or darker area, the bird will crouch and coil around the top of the lighthouse. And if you press the emote button, instead of a cheerful chirp or guiding you, it will kind of look around and duck down.”

Threats and Friendly Creatures

By “darker area,” Petty is referring to the threat that stems from something called the “Wither,” a hostile ecosystem. As the lighthouse and Twig proceed on their journey, they’ll see more and more of this violet, vitriolic substance, which may occasionally appear as of brambles, vines, and bugs. “It's what Twig is escaping,” Petty clarifies.

Unlike the Wither, the majority of creatures in Keeper are in fact friendly. When Twig emotes at one of the peculiar critters, for instance, it might respond and perhaps create an background sound — in the absence of words, audio cues and music are another tool used to tell Keeper’s story.

Story Conclusion and Inspiration

This method of wordless storytelling raises the question if Keeper’s narrative concludes in a ambiguous conclusion, but Petty assures that there will be a middle ground. “It's not a total mystery, but since it's wordless, it's inherently subject to interpretation. We did intentionally want to leave some room for that as that's my favorite thing about art; the discussions that occur after people play something,” he says, “But we include defined narrative arcs and closure.”

One glance at Keeper’s snowy mountaintops, intricate cave systems, and unusual rock formations will tell you that natural scenery served as one of the main inspirations for this people-free adventure. As Petty tells, the scenery is not only inspired by ordinary locations: “I live in California and there's a plenty of amazing mountains around here,” he explains. “Near where I live, there's an abandoned Mercury mine that was abandoned like a century ago, and it has been converted into hiking trails; that's one of my major inspirations. It's not anything extraordinary, but what adds intrigue is the many hills, and as you ascend, you occasionally discover remnants of machinery that you're not even sure what they were for.”

“They sort of look like strange monuments, just resting within nature, with nature reclaiming the space. When I look back at the game and the artifacts of humanity in there, I can see the direct connection to me trekking around all that stuff.”

Metaphorical Significance and Closing Reflections

While Petty humorously calls the lighthouse main character

Patricia Moore
Patricia Moore

A tech writer and digital strategist with a passion for emerging technologies and user experience design.

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