How to Design a Watchmen Game
A trailer has been released for the upcoming Watchmen game. The game is obviously an attempt to cash in on the film releasing in a few months. When 1Up first revealed the game, it sounded a lot like they were trying to convince fans that the game was going to be true to the graphic novel. Unfortunately, even if the writing and canon is true, that doesn’t mean the style of the film will be. Watchmen isn’t about superheroes fighting criminals, yet the game looks like it is going to be nothing more than your typical brawler. They took two characters from the comic and planted them into a game about beating up thugs on the street.
Of course, when I first watched the trailer, I didn’t realize this was the problem. Visually, it looks to have the style of the comic down pat, but that’s honestly not so hard. Especially since they are simply taking the visual style of the film, which has done a pretty good job of maintaining the proper visuals for the universe. Before the trailer, a few friends and I discussed that the best possible Watchmen game would actually be done in the style of a 2-D brawler, but with a twist. The game would open up saying “Veidt Enterprises”, and you would basically just play the sort of game that Ozymandias would have made in the universe of the Watchmen. This way it didn’t trounce canon at all, but would be more like playing a piece of what would exist in the universe itself.
Now that the trailer has come out, I’ve had the time to think on how one would make a real, serious attempt at a Watchmen game. When I thought back to the trailer, I realized that, even though Rorschach and Nite Owl certainly beat up criminals together as a team, the graphic novel was never at all about crime fighting or action. Granted, part of this is due to the limitations of a comic in conveying action, putting greater emphasis on plot, dialogue and characters. However, just because you change mediums doesn’t mean you need to change emphasis.
To make a proper Watchmen game, you need to look back on what is mostly a forgotten genre: the point-and-click adventure.
While originally it felt to me that the graphic novel was too closed off to allow for a story to be told outside of it, I am no longer sure of such a thing. You will never have a story that encompasses such complexity, mystery or desperation as the comic itself, but you don’t have to stick to the story of the comic. Of course, you don’t need to make a story outside of the graphic novel, either. It can be retold in the game. Either way, there is a character that is perfect for such a game already in the story.
Rorschach is the perfect protagonist for an adventure game based on Watchmen. The character has become such a fan favorite that he is almost as much of an icon as the bloodstained smiley. Fans of the game would certainly prefer to play in his shoes than the shoes of any other character. In addition, Rorschach is also the first character to speak, and continues to narrate a large portion of the comic. He is the only character in major action, and his activities all lend well to an adventure game.
Rorschach is very much a detective. He has a tools set, most notably his grappling hook, is able to improvise when necessary, and specializes in investigation and putting pieces together. His role in the comic easily transfers to a game designed for puzzle solving, thinking and story telling. Using the plot of the graphic novel, you can easily follow Rorschach’s steps throughout the process, with plenty of scenes available to explore, as well as work off camera to do some work unseen in the comic. If you wanted to write a prequel, there are also a couple moments in Rorschach’s background that could be used as build up to his character, seeing the transformation into what he is in Watchmen.
As for the gameplay itself, most people would not be too interested in a point-and-click adventure unless it was on the DS. Even on the Wii would it have a limited market, yet games like Phoenix Wright and Hotel Dusk have enjoyed moderate to great success on the DS. The genre’s traditional designs met with the unique capabilities of the system could easily open up to a pretty fun game that maintains the necessary atmosphere of the graphic novel.
Of course, if you wanted a game with a bit wider appeal than a point-and-click to play on Xbox 360, PS3 and/or PC, then you could simply remove the point and clicking, but keep a lot of the same ideas. I’ve found plenty of games have carried over elements of the adventure genre over into their own, particularly in horror titles. Resident Evil typically has simple puzzles, but the earlier titles are more about inventory management, key items and puzzle solving. The new Alone in the Dark, despite having plenty of control issues and some clunky design choices, also has plenty of ideas that would work great with a game focused on a character like Rorschach. With a set of good controls and a good designer, a Watchmen game in full 3-D with a quality budget could turn out well, and true to the original graphic novel’s ideas, characters and atmosphere.
But instead we’ll be getting an episodic brawler, focused on delivering action. 1Up has tried to soothe our souls, claiming that Alan Moore’s “teacher” is working on the story and that the editor of their site, a long time fan, has found it to be quite accurate so far.
As it is, I honestly doubt I’ll be giving the game a chance.

Dead Space. Amazing game. As a game, it is designed incredibly well. It provides a nearly flawless experience, fun to the point that you don’t pay attention to any of the flaws.
There’s a series of videos posted onto YouTube called “Game OverThinker”, where a guy discusses matters of the games industry to various images. A few days ago he put out “