Keeper's Creative Director Encourages Gamers to Embrace the Weirdness of a Hiking Lighthouse
Usually, if a bird stumbles upon an deserted lighthouse, it might land, rest briefly, make a deposit, and fly away. That's not the case in Keeper, an upcoming third-person puzzle adventure game developed by Double Fine Productions; in this world, the lighthouse sprouts little legs, forms a friendship with the bird, and sets off on an daring hike.
While a latest sneak peek at Gamescom clarified a few questions, it also sparked a desire to discover additional details about this surreal lighthouse-meets-bird story. Therefore, we connected with the creative director, the visionary lead behind Keeper, to illuminate on his team's colorful creation.
An Unconventional Adventure Experience
Although fundamentally designed as an exploration title, Petty explains that Keeper aims to deliver a distinctive gameplay through a blend of surreal visual style, enigmatic setting, accessible puzzles, and, most notably, the lack of words. He calls the game a “palate cleanser,” a brief adventure different from any title gamers have experienced before.
“Keeper communicates fewer details than a standard game,” he notes. “It was important for us to let the player unwind and not worry about messing up; just pause to attempt and embrace the weirdness.”
Consequently, Keeper isn’t just a sequence of challenges, nor is its exploration very goal-oriented. Set in a post-apocalyptic world devoid of humans, you will explore the world as a sentient lighthouse accompanied by a bird companion named Twig, but there is no death, the game lacks skill trees, and there is no need to grind for items.
Gameplay Mechanics and Environmental Interaction
“When we set out to create the puzzles, we aimed to craft puzzles that felt very integrated into the world and the characters there. In a standard adventure game, you may encounter a obstacle first,” Petty explains. “For instance, oh, I can't get in this door, and you usually grasp that, since there are people there telling you so with dialogue.”
“But in our game, we aimed to truly establish this feeling of an peculiar, evocative world and not tell you exactly what it's about. Our puzzles function a bit uniquely, so you frequently sort of stumble upon them without understanding what you need to be doing.”
Handmade Aesthetics and Minimalist Interactions
To impart the game a “handmade” atmosphere, Keeper steers clear of using numerous iterations of the identical concept. “We implement that to a degree, as it's not like everything is done exactly once and thrown away,” Petty explains, “but there is a lot of unique setup. Every few steps away, you encounter something distinctly new from the remainder of the game.”
In response about sustaining gamer’s interest without of failure and defined objectives, Petty stands firm: “I believe we engage the player's attention through the surprising. You're not really sure what's going to happen around each corner.”
This thoughtfully designed approach is also evident in Keeper’s restricted set of interactions. To find your way through its dreamlike world, you don’t need more than a few buttons, as the lighthouse’s main way of engaging with the world is through its beacon, which has a standard mode and a focused mode. For example, you can direct it at plants to make them flourish, shine toward a creature to make it react, and use it to reveal secrets and solve puzzles.
Partner Mechanics and Gameplay Variety
Twig, the lighthouse’s trusty bird companion, is usually perched on the lighthouse, from where it will sometimes take flight to show the path forward or trigger secrets. In addition to these scripted movements, the lighthouse can also direct the bird to perform things like raising objects, pulling levers, or — perhaps the intriguing one — attaching itself to creatures.
The latter is a prime illustration of how Keeper’s streamlined design to the input scheme still offers a wide variety of interactive features. The various environments, items, and creatures open the way to distinctive interactions, and especially metamorphosis.
“For example, there's a moment where a sort of rosy dust, which looks like fairy floss, gets stuck to the lighthouse, rendering it less heavy. For that portion of the game, the lighthouse can jump, hover, and navigate,” Petty says. “A welcome change from being stuck to the ground. So we aim to change the pace up in a lot of different ways.”
Narrative Devoid of Words
But hopping around and interacting with their environment is not the sole task assigned upon the lighthouse and its bird; they must additionally convey a story of companionship, bonding, and overcoming obstacles together as they journey toward a breathtaking mountain peak. To make matters more complicated, they must accomplish this without using words — and without the type of gestures and facial expressions a human character could have used.
Although Petty confirms that gamers will get to sense greater emotion than might expect from a lighthouse, it’s the bird, specifically, who plays a major role in expressing emotions. “When the bird is perched on the lighthouse, players have a whole button dedicated to just emoting with the bird, and often it will mirror the mood of that location,” he says.
“For instance, when you enter a somewhat tense or gloomier area, the bird will hunker down and curl around the top of the lighthouse. And if you press the expression button, instead of a cheerful tweet or guiding you, it will kind of look around and hide.”
Dangers and Benevolent Inhabitants
By “gloomy zone,” Petty is referring to the menace that derives from something called the “Wither,” a hostile ecosystem. As the lighthouse and Twig continue their journey, they’ll see increasing amounts of this purple, vitriolic substance, which sometimes take the form of brambles, vines, and bugs. “It's what Twig is flying away from,” Petty clarifies.
Unlike the Wither, the majority of creatures in Keeper are in fact amicable. When Twig emotes at one of the peculiar critters, for example, it might respond and perhaps create an ambient noise — in the absence of words, audio cues and music are another tool used to tell Keeper’s story.
Story Conclusion and Influences
This manner of non-verbal storytelling makes me wonder if Keeper’s narrative ends in a cryptic conclusion, but Petty assures that there will be a balance. “It's not a complete mystery, but since it's wordless, it's inherently open to interpretation. We did intentionally want to allow some room for that because that's my favorite thing about art; the conversations that happen once people play something,” he notes, “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 formed one of the main influences for this human-less tale. As Petty shares, the scenery isn’t just based on any old place: “I reside in California and there's a plenty of amazing mountains around here,” he explains. “Close to where I live, there's an old 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 super remarkable, but what makes it interesting is the numerous hills, and as you're climbing up, you sometimes come across remnants of machinery that you're not even sure what they were for.”
“They sort of resemble strange monuments, just resting among 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 trekking around all that stuff.”
Symbolic Meaning and Closing Reflections
While Petty jokingly refers to the lighthouse main character