The Game's Lead Designer Urges Players to Embrace the Quirkiness of a Hiking Lighthouse

Usually, when a bird discovers an deserted lighthouse, it may land, relax briefly, leave a mess, and fly away. Not so in Keeper, an forthcoming third-person puzzle adventure game developed by Double Fine Productions; in this world, the lighthouse sprouts tiny limbs, forms a friendship with the bird, and embarks on an daring hike.

Although a latest sneak peek at the gaming convention clarified a few questions, it also ignited a desire to learn more about this absurdist lighthouse-meets-bird tale. Therefore, we sat down with Lee Petty, the visionary lead behind Keeper, to illuminate on his team's colorful creation.

An Unconventional Journey Experience

While fundamentally designed as an exploration title, Petty explains that Keeper aims to deliver a unique gameplay through a combination of dreamlike visual style, enigmatic setting, accessible puzzles, and, most notably, the lack of words. He refers to the game a “refreshing break,” a short adventure different from any title you’ve played before.

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

Consequently, Keeper is not merely a sequence of challenges, nor is its exploration highly objective-driven. Taking place in a post-apocalyptic world without humans, players traverse the world as a sentient lighthouse accompanied by a bird companion named Twig, but you can’t die, there are no skill trees, and you’ll never have to farm for items.

Gameplay Mechanics and Environmental Interaction

“When we began to create the puzzles, we aimed to develop puzzles that felt very woven into the world and the inhabitants there. In a typical adventure game, you might find a problem first,” Petty explains. “For instance, oh, I can't get through this door, and you typically grasp that, since there are characters there explaining so with dialogue.”

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

Artisanal Feel and Limited Interactions

To give the game a “handmade” feel, Keeper avoids using many iterations of the same concept. “We do that to a degree, as it's not like everything is done only one time and discarded,” Petty elaborates, “but there is a lot of unique setup. Every few steps away, you see something very different from the remainder of the game.”

When asked about maintaining gamer’s attention in the absence of failure and defined objectives, Petty is adamant: “I think we captivate the player's attention through the surprising. You're not really sure what's going to happen around each corner.”

This curated method is additionally evident in Keeper’s restricted set of interactions. To find your way through its dreamlike world, you don’t need only a handful of buttons, as the lighthouse’s main way of interacting with the world is through its headlight, which has a default mode and a concentrated mode. For example, you can aim it at plants to make them grow, 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 reliable bird friend, is typically perched on the lighthouse, from where he’ll occasionally fly off to show the path forward or activate secrets. In addition to these scripted movements, the lighthouse can also command the bird to perform things like raising objects, pulling levers, or — perhaps the most interesting one — connecting itself to creatures.

The latter is a prime illustration of how Keeper’s minimalistic design to the control system nevertheless offers a broad range of interactive features. The various environments, items, and creatures open the way to unique interactions, and especially metamorphosis.

“For instance, there's a moment where a type of rosy dust, which resembles cotton candy, gets attached to the lighthouse, rendering it lighter. For that portion of the game, the lighthouse can leap, hover, and navigate,” Petty says. “A breath of fresh air from being stuck to the ground. So we aim to vary the rhythm up in a many different ways.”

Storytelling Without Words

But exploring and fiddling with their surroundings isn’t the only task bestowed upon the lighthouse and its bird; they must additionally express a story of friendship, companionship, and surmounting obstacles as a team as they journey toward a magnificent mountain peak. To make matters more complicated, they must accomplish this without using words — and without the type of gestures and emotional cues a person might’ve relied upon.

Although Petty confirms that gamers will get to sense greater emotion than one would expect from a lighthouse, it’s the bird, specifically, who is instrumental in expressing emotions. “When the bird is perched on the lighthouse, you actually have a whole button dedicated to just emoting with the bird, and a lot of times it will mirror the emotional tenor of that area,” he says.

“For instance, when you enter a somewhat tense or gloomier area, the bird will crouch and curl around the top of the lighthouse. And if you press the expression button, rather than a playful tweet or guiding you, it will kind of glance about and duck down.”

Threats and Benevolent Inhabitants

By “gloomy zone,” Petty is talking about the menace that stems from something called the “Wither,” a hostile ecosystem. As the lighthouse and Twig proceed on their journey, they encounter more and more of this purple, vitriolic substance, which sometimes appear as of brambles, vines, and bugs. “It's what Twig is escaping,” Petty clarifies.

Unlike the Wither, most creatures in Keeper are in fact friendly. When Twig expresses at one of the odd critters, for instance, it may respond and perhaps produce an ambient noise — in the absence of words, sound effects and music are an additional tool used to tell Keeper’s story.

Narrative Closure and Influences

This method of non-verbal storytelling raises the question if Keeper’s narrative concludes in a cryptic ending, but Petty assures that there will be a balance. “It's not a total mystery, but since it's without dialogue, it's inherently open to interpretation. We did intentionally aim to leave space for that because that's my most loved thing about art; the conversations that happen once people experience something,” he says, “But we do provide defined narrative arcs and closure.”

A quick look at Keeper’s icy mountaintops, intricate cave systems, and odd rock formations will reveal that natural scenery served as one of the primary influences for this human-less tale. As Petty tells, the scenery is not only inspired by any old place: “I reside in California and there's a lot of really cool mountains in this region,” he explains. “Near where I live, there's an old Mercury mine that was left like a century ago, and they've turned it into hiking trails; that's one of my big inspirations. It's nothing super remarkable, but what adds intrigue is the many hills, and as you ascend, you sometimes discover remnants of machinery that you can’t identify what they were for.”

“They sort of resemble weird monuments, just sitting within nature, with nature reclaiming the space. When I reflect at the game and the remains of humanity in there, I can see the direct connection to me hiking around all that stuff.”

Metaphorical Meaning and Closing Thoughts

While Petty humorously refers to the lighthouse main character

Nathaniel Herrera
Nathaniel Herrera

A mindfulness coach and writer passionate about sharing wisdom through daily reflections and actionable tips.