Keeper's Lead Designer Urges Gamers to Embrace the Weirdness of a Hiking Lighthouse
Typically, when a bird discovers an abandoned lighthouse, it might perch, rest briefly, make a deposit, and take off. That's not the case in Keeper, an upcoming over-the-shoulder puzzle adventure game created by the development studio; here, the lighthouse grows tiny limbs, forms a friendship with the bird, and sets off on an daring hike.
Although a recent sneak peek at the gaming convention clarified some questions, it also ignited a desire to learn more about this surreal lighthouse-meets-bird tale. Therefore, we connected with Lee Petty, the creative director behind Keeper, to shed light on his team's vibrant creation.
A Unique Journey Gameplay
Although fundamentally designed as an exploration title, Petty states 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 refers to the game a “refreshing break,” a short adventure different from any title you’ve played before.
“Keeper conveys less than a standard game,” he notes. “It was essential for us to let the player unwind and not stress about messing up; just take a moment to attempt and embrace 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 sidekick named Twig, but you can’t die, the game lacks skill trees, and there is no need to grind for items.
Puzzle Design and Environmental Interaction
“When we began to create the puzzles, we wanted to develop puzzles that felt very woven into the world and the characters there. In a typical adventure game, you may find a obstacle first,” Petty clarifies. “You're like, oh, I cannot enter through this door, and you usually understand that, because there are people there explaining so with dialogue.”
“But in our game, we wanted to really create this sense of an unusual, evocative world and not tell you precisely what it's about. Our puzzles function a little differently, so you frequently kind of wander into them without knowing what you're supposed to be doing.”
Artisanal Aesthetics and Limited Interactions
To give the game a “crafted” feel, Keeper avoids using numerous iterations of the identical concept. “We implement that to some extent, as it's not like everything is done exactly once and thrown away,” Petty explains, “but there is a great deal of unique setup. Every short distance away, you encounter something very different from the remainder of the game.”
In response about sustaining gamer’s attention in the absence of failure and defined objectives, Petty is adamant: “I think we engage the player's attention through the unexpected. You're not really sure what's will occur around each corner.”
This thoughtfully designed approach is also evident in Keeper’s restricted set of interactions. To navigate through its dreamlike world, players require only a few buttons, as the lighthouse’s primary way of interacting 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.
Partner Dynamics and Diverse Interactions
Twig, the lighthouse’s reliable bird companion, is typically perched on the lighthouse, from where it will occasionally fly off to show the path forward or trigger secrets. Apart from these scripted movements, the lighthouse can also command the bird to do actions like lifting objects, operating levers, or — maybe the intriguing one — connecting itself to creatures.
The last example is a prime example of how Keeper’s streamlined design to the control system nevertheless provides a wide variety of interactive features. The diverse environments, items, and creatures open the way to distinctive interactions, and especially metamorphosis.
“For instance, there's a segment where a sort of rosy dust, which looks like fairy floss, gets attached to the lighthouse, making it less heavy. For that segment of the game, the lighthouse can jump, float, and move around,” Petty says. “A welcome change from being stuck to the ground. So we try to change the pace up in a many different ways.”
Narrative Devoid of Words
But exploring and fiddling with their environment isn’t the only task assigned upon the lighthouse and its bird; they must additionally convey a story of companionship, companionship, and overcoming obstacles as a team as they travel toward a breathtaking mountain peak. To add to the challenge, they must accomplish this without using words — and without the kind of expressions and facial expressions a human character could have used.
While Petty assures that gamers will get to sense more expression than one would expect from a lighthouse, it’s the bird, in particular, who is instrumental in expressing emotions. “When they're riding along on the lighthouse, you actually have a dedicated button dedicated to just expressing with the bird, and often it will mirror the emotional tenor of that area,” he states.
“For instance, 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 hit the expression button, rather than a playful chirp or directing you, it will kind of glance about and hide.”
Dangers and Friendly Inhabitants
By “gloomy zone,” Petty is referring to the threat 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, corrosive substance, which may occasionally appear as of brambles, vines, 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 possibly create an ambient noise — without of words, sound effects and music are an additional tool used to tell Keeper’s story.
Story Closure and Influences
This manner of wordless storytelling makes me wonder if Keeper’s narrative concludes in a cryptic ending, but Petty reassures that there will be a balance. “It's not a total mystery, but since it's wordless, it's naturally open to interpretation. We purposely aim to allow space for that as that's my favorite thing about art; the conversations that occur after people play something,” he notes, “But we include defined narrative arcs and closure.”
One glance at Keeper’s icy mountaintops, elaborate cave systems, and odd rock formations will tell you that the outdoors formed one of the main inspirations for this people-free adventure. As Petty shares, the scenery isn’t just inspired by ordinary locations: “I live in California and there's a plenty of really cool mountains around here,” he explains. “Close to where I live, there's an abandoned 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 nothing extraordinary, but what adds intrigue is the many hills, and as you're climbing up, you occasionally discover remnants of machinery that you can’t identify what they were for.”
“They kind of resemble strange monuments, just resting within nature, with nature taking back 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.”
Symbolic Meaning and Closing Reflections
Although Petty humorously calls the lighthouse main character