Making History: The Great War

Description

Making History: The Great War is a comprehensive turn-based strategy and simulation game set in the tumultuous period of World War I. Players assume control of a chosen nation, whether a major power or a smaller country, with the ultimate goal of guiding it to victory. The gameplay involves meticulously managing all aspects of the nation, from its economy and diplomacy to its military, while also conducting research into new technologies, developing infrastructure, and expanding global influence. Featuring scenarios that commence in 1912 or 1914 and continuing for eight years, the game includes hundreds of historical events and depicts the early evolution of warfare with rudimentary tanks, combat planes, and submarines. Victory is determined by accumulating points through territorial expansion, military strength, regional advancements, and technological breakthroughs.

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PC

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Reviews & Reception

metacritic.com (75/100): If you’re looking to play a strategy game that isn’t too difficult and can run on anything, then this is the game for you.

steambase.io (76/100): Making History: The Great War has earned a Player Score of 76 / 100.

gamepressure.com (75/100): Making History: The Great War is the third installment of Making History, a series of strategic turn-based games famous for its very accurate representation of historical realities.

steamcommunity.com (80/100): this game is all about the game play and that is where it really shines

store.steampowered.com (75/100): All Reviews: Mostly Positive

Making History: The Great War: A Grand Strategic Examination

1. Introduction

The Great War, a cataclysm that reshaped the 20th century, has often proven fertile ground for video game interpretations. Yet, few titles dare to offer the granular, nation-spanning ambition of grand strategy within this specific, brutal historical epoch. Enter Making History: The Great War, a 2015 release from developers Muzzy Lane Software and Factus Games. As part of the venerable Making History series, which already boasted titles like The Calm & The Storm and The War of the World, this installment promised to be “the most in-depth WWI grand strategy game ever made” (GamesReviews2010, ModDB, Darx.net). This review delves into its intricate systems, historical ambitions, and enduring legacy, seeking to determine if it successfully empowers players to truly “rewrite the history of World War 1” (MobyGames, VGG, Darx.net, Steam) through a challenging, rewarding, and deeply analytical experience.

2. Development History & Context

Making History: The Great War was developed by a collaboration between Muzzy Lane Software Inc. and Factus Games, with Factus Games and UIG Entertainment GmbH also serving as publishers across various platforms. Muzzy Lane Software, having previously established the Making History franchise with its World War II-era predecessors, brought a proven design philosophy to the table. Their vision for The Great War was clear: to immerse players in the “volatile period of the early 20th century” (MobyGames, VGG) and capture the nascent stages of “modern industrialized warfare” replacing “an age of kings with a struggle of ideologies” (Steam). The game’s core premise revolved around giving players the agency to “choose your path and alter the course of history” as the head of any independent nation during this pivotal era.

Released on January 29, 2015, across Windows, Macintosh, and Linux, The Great War entered a gaming landscape where grand strategy was a growing, albeit niche, genre. Titles from studios like Paradox Interactive had cultivated a dedicated audience hungry for complex historical simulations. The Making History series carved its own path by emphasizing educational aspects alongside strategic depth, a heritage Muzzy Lane carried forward. The game’s relatively modest system requirements (e.g., a Pentium 4 processor, 2 GB RAM, 256 MB graphics card) suggest a design philosophy that prioritized accessibility on a wider range of hardware, potentially a reflection of an indie development budget, rather than pushing graphical frontiers. This allowed the intricate gameplay mechanics to take center stage, aligning with the genre’s typical focus on systems over visual spectacle. The game’s indie classification across multiple sources further supports this context.

3. Narrative & Thematic Deep Dive

Unlike games with linear storylines, Making History: The Great War crafts its narrative dynamically through player choice and a rich tapestry of historical context. There are no pre-defined protagonists or antagonists in the traditional sense; instead, the player assumes the role of a “Head of State” for a chosen nation—be it one of the Great Powers or a smaller country (MobyGames, Darx.net). The game offers two starting scenarios, 1912 and 1914, each launching the player into a world on the brink, allowing for a gameplay duration of eight years after the scenario begins. This structure facilitates emergent narratives, where the player’s decisions truly dictate the unfolding “history.”

Dialogue, too, is not character-driven but rather contextual, conveyed through “hundreds of historical events” (MobyGames) and the intricate diplomatic interactions necessary to “negotiate with, threaten, and undermine other leaders to get what you want” (VGG, Gamepressure). These elements combine to create a compelling, player-driven alternate history where the primary plot is the one the player writes.

Thematic underpinnings are profoundly integrated into the game’s design:

  • Alternate History: This is the bedrock of The Great War. The ability to “rewrite the history of World War 1” is not just a marketing slogan but the game’s central promise, encouraging experimentation with alliances, technological paths, and military strategies that could have dramatically altered the historical outcome.
  • Total War & Attrition: The game unflinchingly confronts the brutal realities of WWI. Descriptions mention “gruesomely attritted away” forces, “massive casualties in futile attacks on fortified lines,” and the total mobilization of nations where “the citizenry became integral to the war effort” (ModDB, Steam). This theme emphasizes the economic and social strains of prolonged conflict.
  • Interdependency of Systems: A cornerstone theme is the “sophisticated economic system designed to simulate the inter-dependency of technology, industry and war” (ModDB, Steam). Players must produce “munitions to fire your big guns and food to feed your people,” underscoring how economic health is inseparable from military might and national stability.
  • Geopolitics and Diplomacy: The game deeply explores the complexities of international relations in the early 20th century. Themes of “shifting alliances,” “self-serving nations,” and the primacy of “national interest” over ideology are paramount (Darx.net, VGG). Success hinges on “careful diplomacy” and the ability to “entice key nations to join your alliance before they ally against you” (VGG, Gamepressure).
  • Consequences of Conquest: The game challenges the player beyond mere territorial expansion. It highlights that “the world’s people will not be subjugated willingly,” and “how you govern your conquests will determine your fate” (VGG, Gamepressure). Poor management of occupied territories can sow “unrest, instability and, ultimately, collapse,” reinforcing a cyclical narrative of power and rebellion.
  • Technological Evolution: The rapid technological advancements of WWI are thematic drivers. The game features “schamele tanks and the first pogingen tot gevechtsvliegtuigen en duikboten” (Gameplay Benelux review), requiring players to “research new technologies” to gain a battlefield edge, signifying the dawn of a new era of warfare.

Through these interwoven themes, Making History: The Great War crafts a compelling and thought-provoking strategic experience, urging players to consider the multifaceted pressures and profound consequences of leadership during a world-defining conflict.

4. Gameplay Mechanics & Systems

At its core, Making History: The Great War is a turn-based grand strategy game, placing players in the demanding shoes of a nation’s leader during the tumultuous WWI era. The fundamental gameplay loop involves selecting a country—from a Great Power to a smaller independent nation—and meticulously managing its myriad facets: economy, diplomacy, and military (MobyGames, Darx.net, Steam). Players must “research new technologies, improve the infrastructure and increase your influence in the world” to achieve victory, determined by “victory points gained through territorial gains, military power, regional improvements and research” (MobyGames).

H3. Core Strategic Systems

  • Economic Management: Touted as a “sophisticated economic system,” it simulates the critical “inter-dependency of technology, industry and war” (ModDB, Steam). Players must not only produce essential goods like “munitions to fire your big guns and food to feed your people” but also manage overall resources carefully, as “war is a costly affair” (GamesReviews2010). The game features a “global economy” where players can “buy and sell,” and “trade for vital resources or manufactured goods” (ModDB, Steam). However, a user review notes that resource fluctuations can feel “unrealistic” at times, causing “panicking” and requiring careful balance of income and supply (Metacritic user review by TylerY98). “Overspending may lead to a collapse in government support and widespread rebellion” (VGG, Gamepressure), forcing difficult fiscal choices.
  • Diplomacy: “Careful diplomacy” is essential. Players must “create alliances,” “entice key nations” (VGG, Gamepressure), and expand their “sphere of influence using foreign aid” (ModDB, Steam). The game emphasizes “national interest” over ideology, reflecting the pragmatic and often cynical nature of early 20th-century international relations (VGG, Gamepressure). Leaders are expected to “negotiate with, threaten, and undermine other leaders to get what you want” (VGG, Gamepressure).
  • Military Command: The military aspect is a strong feature, centered around a turn-based combat system that grants players “a lot of control over your units” (GamesReviews2010). Strategic considerations include “terrain and the strengths and weaknesses of your units in order to succeed in battle” (GamesReviews2010). Specific WWI-era mechanics are integrated:
    • Attrition Warfare: The ability to “build trenches to grind down attacking forces” is a direct reflection of the period’s defensive emphasis (ModDB, Steam).
    • Artillery: Players can “soften up your enemies defenses with adjacent region Artillery bombardments” (ModDB, Steam).
    • Air Warfare: Early air combat is represented with “Airships and BiPlanes” for bombing, countered by “Fighters and Anti-Air units” (ModDB, Steam). A recent update even added new Light and Heavy Bomber models, Early Carriers, and Large Destroyers (Steam Update).
    • Naval Warfare: Players can “control the seas and the lines of supply by waging Unrestricted Submarine Warfare, sinking both naval and trade vessels” (ModDB, Steam).
  • Nation & Conquest Management: Beyond war, leaders control “industrial expansion” and must decide how to govern conquered territories—as “colonies, protectorates or puppet states” (ModDB, Steam). Crucially, “skillful governing of your conquests will be required to achieve victory” to prevent “unrest, instability and, ultimately, collapse” (VGG, Gamepressure). “Government spending” is used to prevent populations from “radicalizing towards rebellion and ultimately, national collapse” (ModDB, Steam). The game features “over 275 different nationalities represented, many with unique model sets” (ModDB, Steam), adding to the depth of global management.

H3. Interface and User Experience

The game presents itself with a “diagonal-down” perspective and a “free camera” (MobyGames). Reviews note the game’s map is “detailed and easy to read,” which is crucial for a grand strategy title of this scope (GamesReviews2010). The interface supports “multiple units/characters control” (MobyGames). While the core systems are deep, the game’s complexity can lead to a steep learning curve, with one user remarking that it “doesn’t give new players much time to learn before the Fritz are bombing your squadron” (Metacritic user review by TylerY98). However, for dedicated players, this depth is seen as a rewarding challenge.

H3. Innovation and Flaws

Making History: The Great War stands out for its ambition in simulating WWI with such detail. Its “sophisticated economic system” and “strong” turn-based combat are frequently praised (GamesReviews2010, ModDB, Steam). The ability to use a “detailed editor” and share “mods on Steam Workshop” (ModDB, Steam) is a significant innovative feature, promoting community engagement and long-term replayability, allowing players to create “customized scenarios.”

Potential flaws include the aforementioned learning curve and the observation that AI, while challenging for new players, can become “too predictable for veterans” after extensive play (Metacritic user review by reaLKovacha, TylerY98). Furthermore, a Steam discussion mentions “crash bugs,” indicating some technical instability issues that may have affected early player experience (Steam Community discussions). The presence of only a single Steam achievement, “Early Defeat” (Steam Guides), suggests a missed opportunity for guiding player progression or celebrating diverse in-game accomplishments through platform-specific meta-goals.

5. World-Building, Art & Sound

Making History: The Great War excels in its world-building through its commitment to historical context and granular detail. The game is set in the early 20th century, specifically the “volatile period” leading up to and during World War I (VGG, Gamepressure). It encompasses a global scope, allowing players to command any independent nation and experience “the fate of empires unfolds” (VGG, Gamepressure). This extensive geographic and temporal setting provides a rich canvas for strategic play.

The atmosphere it cultivates is one of intense geopolitical tension, “total war,” and the harsh realities of “attrition” (ModDB, Steam). The inclusion of “hundreds of historical events” (MobyGames) serves as a potent tool for immersion, constantly reminding players of the period’s specific challenges and opportunities. These events, combined with the descriptions of “national suffering” leading to “rebellion and revolution” (ModDB, Steam), paint a vivid picture of a world undergoing unprecedented upheaval.

Visually, the game employs a “diagonal-down” perspective with a “free camera” (MobyGames), typical for grand strategy titles. The map is consistently praised as “detailed and easy to read” (GamesReviews2010), a crucial element for navigating complex global scenarios. While some reviews note that the “unit models are a bit simplistic” (GamesReviews2010), this is offset by the sheer volume and historical accuracy of the “hundreds of unit models representing the historic weapons of the period” (ModDB, Steam), as well as “over 275 different nationalities represented, many with unique model sets” (ModDB, Steam). This attention to historical detail in unit representation adds significant depth and visual distinctiveness for a game of this scale, despite the overall graphical simplicity.

The sound design, according to reviews, is “good, but not great” (GamesReviews2010). The “game’s music is stirring and appropriate,” contributing to the grand strategic mood (GamesReviews2010). However, the “sound effects are a bit repetitive” and do not “really stand out” (GamesReviews2010).

Collectively, these elements create an experience where the setting and historical themes are paramount. While the game may not be a graphical or auditory showpiece, its detailed map, extensive historical unit models, and “stirring” music effectively convey the grand, grim scope of World War I, ensuring the player feels deeply embedded in the historical moment. The reliance on text-based historical events and complex system feedback rather than high-fidelity visuals underscores the game’s intellectual and strategic appeal.

6. Reception & Legacy

Upon its release, Making History: The Great War received a varied but generally positive reception, particularly among its target audience of grand strategy enthusiasts. Critical aggregators like Metacritic show a “tbd” Metascore (due to only two critic reviews) but a “Generally Favorable” user score of 7.5 based on four ratings, indicating a more positive sentiment from players. The two available critic reviews on Metacritic offer contrasting views: Riot Pixels gave it a 65, suggesting a decent but not groundbreaking experience, while GameWatcher was more critical with a 40, noting “an interesting blueprint here, yet the execution lacks the finesse to elevate it beyond the sum of its parts.” Conversely, other critics were more enthusiastic, with GamesReviews2010 awarding it an 8.5/10, praising it as a “complex and challenging game, but it’s also very rewarding.” Similarly, Armchair General hailed it as a “superlative experience in learning, creativity and entertainment,” RTS Guru called it a “real winner,” and Just Press Start described it as “an exceptional title” that appeals to both seasoned strategists and those willing to learn (Steam Store reviews). The wargamesplayer.com review, scoring 8/10, highlighted its standout gameplay.

The commercial reception is not explicitly detailed, but its presence on Steam garnered “Mostly Positive” feedback from 391 user reviews, resulting in a “Player Score” of 76/100 on Steambase. This indicates a solid and engaged player base for an indie grand strategy title. The game was priced at $29.99, often available at a 50% discount (Steam Store).

The game’s reputation has largely evolved within its niche. Despite some criticisms regarding a steep learning curve for newcomers and potentially predictable AI for veterans, its deep economic, diplomatic, and military systems have cemented its status among fans. The ability to play as “any independent nation” and the promise of the “most in-depth WWI grand strategy game ever made” resonated strongly. Its modding capabilities via Steam Workshop, supported by a “detailed editor” (ModDB, Steam), have likely contributed to its longevity and community engagement, allowing players to extend and customize their experience.

Making History: The Great War stands as a significant, if not universally acclaimed, entry in the Making History series, bridging the gap between its WWII predecessor (Making History II: The War of the World) and successor (Making History: The Second World War). Its influence is primarily within this lineage and the broader WWI grand strategy subgenre, which remains less crowded than its WWII counterpart. It demonstrated a continued commitment to detailed historical simulation and player agency, reinforcing the series’ identity as a thoughtful, systems-driven historical strategy experience. The release of an official add-on, Making History: The Great War – The Red Army (2016), further testifies to ongoing developer support and a dedicated player base.

7. Conclusion

Making History: The Great War emerges as an ambitious and largely successful endeavor in the often-underserved niche of World War I grand strategy. As a comprehensive historical simulation, it delivers on its promise of an “in-depth” experience, allowing players to meticulously manage the industrial, diplomatic, and military machinations of any nation during this transformative conflict. Its intricate economic systems, nuanced diplomatic options, and robust turn-based combat mechanics create a dense, rewarding strategic puzzle that genuinely empowers players to “rewrite history.”

While the game is not without its imperfections—its graphics are functional rather than flashy, the sound design is solid but rarely exceptional, and the learning curve can be steep for newcomers—these are often par for the course in deep grand strategy titles where systems and player agency take precedence over visual fidelity. For those willing to invest the time, the strategic depth, the challenge of preventing national collapse through careful management, and the sheer scope of historical events offer immense replay value and a profound understanding of the interconnectedness of war, economics, and politics.

In its commitment to simulating the “total war” environment and the profound societal shifts of the WWI era, Making History: The Great War stands as a valuable, albeit imperfect, entry in the grand strategy genre and a worthy continuation of the Making History series. It definitively serves as an essential title for any enthusiast of World War I strategy who prioritizes meticulous historical simulation and deep strategic management above all else. Its legacy is one of a dedicated, complex simulation that bravely tackled one of history’s most devastating conflicts, inviting players to truly grasp its gravity and reshape its outcome.

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