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Making History: The Great War

PC (Microsoft Windows), Mac, Linux • 2015

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Quick resume

The Great War is a turn-based grand strategy game based on the epic struggles of the WWI era. Experience the battles of attrition and punishing artillery barrages. Play as any nation of the period as the modern world of industrialized warfare replaces an age of kings with a struggle of ideologies.

Global score

76/100

Genres

Indie, Simulator, Strategy

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    Pros

    • Deep and complex grand strategy gameplay
    • Extensive scenario editor and modding support
    • Play as any nation with detailed economic and military management
    • Active developer support and community engagement
    • Historical accuracy with alternate history possibilities

    Cons

    • Some bugs and technical issues especially in early access
    • Ai can be weak or illogical
    • Steep learning curve and complex ui
    • Graphics and sound are functional but dated
    • Limited multiplayer player base and social interaction

    Motivations

    • Autonomy

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    • Competence

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      "The game offers complex resource management, micromanagement of economy and military, and challenging missions that require skill and strategic thinking."

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    • Competition

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      "While multiplayer exists, much of the experience is single-player against AI; competition is present but not the sole focus."

      Capsule for Galactic Civilizations III Galactic Civilizations III

      "There is multiplayer support and competitive play against AI, but many players focus on single-player and personal strategy without heavy emphasis on ranked competition."

    • Continuation

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      "Players report habitual play, long sessions, and strong attachment with repeated runs and high playtime."

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    • Cooperation

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      "Multiplayer games can involve alliances and diplomacy, but much gameplay is focused on individual strategy."

      Capsule for Dominions 6 - Rise of the Pantokrator Dominions 6 - Rise of the Pantokrator

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    • Creativity

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      "Robust mission editor, mod support, and scenario creation tools enable extensive player creativity."

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    • Domination

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      "Players exert control over conquered settlements and enemy populations, but interactions are mostly strategic rather than social dominance."

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    • Escapism

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      "Players use the game to immerse themselves in alternate history and complex world management, escaping real life."

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    • Expectation

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      -3

      "Players engage voluntarily out of interest and intrinsic motivation; no evidence of external pressure or obligation."

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    • Experimenting

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      "The game encourages trying new strategies, alternate history scenarios, and mod experimentation."

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    • Exploration

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      "Players explore different regions, cultures, and historical scenarios, though the map is known after repeated play."

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    • Expression

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      "Customization of nations, leaders, and scenarios allows self-expression within the game."

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    • Fantasy

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      "The game emphasizes realistic historical simulation over imaginative or fictional elements."

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    • Fellowship

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      "Community and multiplayer interactions exist but many players also enjoy solo play."

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      "Community and multiplayer exist, with active forums and mod sharing, but many players focus on solo play."

    • Growth

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      4

      "Players learn complex mechanics, improve strategic skills, and develop knowledge about history and game systems over time."

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      "Players learn complex mechanics, improve strategic skills, and develop understanding of historical and economic systems."

    • Health

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      "Game is sedentary, played on computer with no physical activity involved."

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    • Idle

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      "Requires constant attention and micromanagement; not suitable for casual or background play."

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    • Intimacy

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      "Social interactions are limited to multiplayer; no evidence of close emotional relationships forming."

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    • Leadership

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      "Players lead entire countries, managing military, economy, and diplomacy with authority."

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    • Progression

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      "Players accumulate resources, unlock technologies, upgrade buildings, and expand territory."

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    • Relaxation

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      "Turn-based gameplay allows thoughtful pacing and tension release, though some frustration reported."

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    • Sensation

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      "Visuals and sounds are pleasant but not highly stimulating; focus is on strategic depth rather than sensory excitement."

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    • Status

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      -2

      "Recognition is limited to niche communities; the game is not focused on social status or popularity."

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    • Story

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      "Historical narratives and scenarios provide context and immersion, though the game is largely sandbox style."

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    • Strategy

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      "Highly strategic gameplay requiring planning, problem solving, and complex decision making."

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    • Thrill

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      "Tension from managing rebellions and warfare creates suspense, though gameplay is mostly controlled and turn-based."

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    • Value

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      "Players perceive good value in gameplay depth, replayability, and ongoing developer support."

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    • Violence

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    • Survival

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    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Competition, Fellowship, Domination, Status. Here, the score leans higher than usual among comparable games on Story. It leans lower than usual among comparable games on Intimacy, Status.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026