The Game's Creative Director Urges Gamers to Welcome the Weirdness of a Hiking Lighthouse

Usually, if a bird stumbles upon an deserted lighthouse, it may land, rest briefly, make a deposit, and take off. That's not the case in Keeper, an upcoming third-person adventure puzzle game created by Double Fine Productions; here, the lighthouse grows little legs, becomes BFFs with the bird, and embarks on an daring hike.

While a latest preview at the gaming convention 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 creative director behind Keeper, to shed light on his team's vibrant creation.

An Unconventional Adventure Experience

While fundamentally designed as an adventure game, Petty explains that Keeper aims to deliver a unique experience through a combination of surreal visual style, world mystery, approachable puzzles, and, most notably, the lack of words. He calls the game a “refreshing break,” a brief adventure different from anything you’ve played before.

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

As a result, Keeper is not merely a sequence of challenges, nor is its exploration very goal-oriented. Taking place in a post-civilization world devoid of humans, you will explore the world as a sentient lighthouse joined by a bird companion named Twig, but there is no death, there are no skill trees, and there is no need to farm for items.

Puzzle Design and Environmental Interaction

“When we began to design the puzzles, we wanted to craft puzzles that felt very woven into the world and the characters there. In a typical adventure game, you might encounter a obstacle first,” Petty clarifies. “For instance, oh, I can't get in this door, and you typically understand that, because there are people there explaining so with dialogue.”

“But in our game, we aimed to really establish this sense of an peculiar, evocative world and not reveal precisely what it's about. Our puzzles function a bit uniquely, so you frequently sort of wander into them without understanding what you need to be doing.”

Handmade Aesthetics and Minimalist Interactions

To impart the game a “handmade” feel, Keeper steers clear of using many variations of the identical concept. “We implement that to a degree, as it's not like each element is created exactly once and thrown away,” Petty explains, “but there is a great deal of unique setup. Every few steps away, you see something very different from the rest of the game.”

When asked about sustaining gamer’s attention without of failure and defined objectives, Petty stands firm: “I think we captivate the player's attention through the surprising. Players aren’t entirely sure what's will occur around each corner.”

This curated method is additionally evident in Keeper’s restricted set of interactions. To navigate through its dreamlike world, players require only a handful of buttons, as the lighthouse’s main way of engaging with the world is through its headlight, which has a default mode and a concentrated mode. For instance, you can direct it at plants to make them grow, shine toward a creature to make it react, and use it to uncover secrets and tackle puzzles.

Companion Mechanics and Diverse Interactions

Twig, the lighthouse’s trusty bird companion, is usually sitting on the lighthouse, from where he’ll occasionally take flight to indicate the path forward or trigger secrets. Apart from these automatic movements, the lighthouse can also direct the bird to do things like raising objects, pulling levers, or — maybe the intriguing one — connecting itself to creatures.

The last example is a prime illustration of how Keeper’s minimalistic design to the control system still offers a wide variety of gameplay mechanics. The various environments, items, and creatures open the way to unique interactions, and particularly metamorphosis.

“For example, there's a moment where a sort of rosy dust, which looks like fairy floss, gets attached to the lighthouse, rendering it less heavy. For that portion of the game, the lighthouse can jump, hover, and move around,” Petty explains. “A welcome change from being stuck to the ground. So we aim to vary the rhythm up in a lot of different ways.”

Narrative Without Words

But exploring and interacting with their surroundings isn’t the only task bestowed upon the lighthouse and its bird; they must also convey a story of friendship, bonding, and surmounting obstacles together as they travel toward a magnificent mountain peak. To make matters more complicated, they must accomplish this without using words — and without the kind of gestures and facial expressions a human character might’ve relied upon.

Although Petty assures that players will get to sense greater emotion than one would expect from a lighthouse, it’s the bird, in particular, who plays a major role in conveying emotions. “When the bird is perched on the lighthouse, players have a dedicated button dedicated to just emoting with the bird, and often it will reflect the mood of that location,” he states.

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

Dangers and Friendly Creatures

By “darker area,” Petty is talking about the menace that derives from something called the “Wither,” a malevolent ecosystem. As the lighthouse and Twig proceed on their journey, they encounter increasing amounts of this violet, corrosive substance, which may occasionally take the form of thorns, creepers, and insects. “It's what Twig is escaping,” Petty explains.

Unlike the Wither, most creatures in Keeper are in fact friendly. When Twig expresses at one of the odd critters, for instance, it might emote back and perhaps produce an ambient noise — without of words, sound effects and music are an additional tool used to narrate Keeper’s story.

Story Closure and Inspiration

This manner of non-verbal storytelling raises the question if Keeper’s narrative ends in a cryptic ending, but Petty assures that there will be a balance. “It's not a complete mystery, but since it's without dialogue, it's naturally subject to interpretation. We did intentionally want to allow some room for that as that's my most loved thing about art; the discussions that happen once people experience something,” he notes, “But we do provide specific narrative arcs and closure.”

One glance at Keeper’s snowy mountaintops, intricate cave systems, and odd rock formations will reveal that natural scenery formed one of the main inspirations for this human-less tale. As Petty tells, the scenery isn’t just based on ordinary locations: “I live in California and there's a plenty of amazing mountains in this region,” he explains. “Close to where I live, there's an old Mercury mine that was abandoned like a hundred years ago, and they've turned it into walking paths; that's one of my major inspirations. It's not anything extraordinary, but what makes it interesting is the numerous hills, and as you ascend, you occasionally discover remnants of machinery that you can’t identify what they were for.”

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

Metaphorical Meaning and Final Reflections

While Petty humorously calls the lighthouse main character

Amy Vega
Amy Vega

Tech enthusiast and writer with a passion for exploring emerging technologies and their impact on society and business.