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Grand Strategy: Designing a Historical Simulation Game

By Dexter Hart

Table of Contents

[[#Table of Contents]] Pg.02

[[#1 - Abstract|1 - Abstract]] Pg.xx

[[#2 - Introduction|2 - Introduction]] Pg.xx

[[#3 - Research]] Pg.xx ‌ [[#3.1 - Grand Strategy Games as a Genre]] Pg.xx ‌ [[#3.2 - Historical Accuracy and Historical Authenticity]] Pg.xx ‌ [[#3.3 - Player Agency in Historical Games]] Pg.xx ‌ [[#3.4 - Strategic Depth and Game Systems]] Pg.xx ‌ [[#3.5 - Principles of Game Design]] Pg.xx ‌ [[#3.6 - Analysis of Existing Grand Strategy Games]]Pg.xx ‌ [[#3.7 - Technical Research and Prototyping]] Pg.xx

[[#4 - Product Rationale]] Pg.xx

[[#5 - Development and Production]] Pg.xx

[[#6 - Reflection]] Pg.xx

[[#7 - Conclusion]] Pg.xx

[[#References]] Pg.xx [[#Appendices]] Pg.xx


1 - Abstract

COMPLETE AT END

2 - Introduction

‌ ‌ This report explores the principles and methods of game design, with a focus on grand strategy games. With its guiding line of enquiry been that of: How do grand strategy games balance their historical accuracy, player agency, and strategic depth, and how can those approaches be applied in the design of my own game? This project was motivated by my interests in both history and software development, particularly the ability of games to simulate complex systems and allow players to engage with historical scenarios. The game concept developed for this project is set during the transition from the late Roman world into the Early Medieval period, focusing on the migration of Frankish peoples and the rise of the Merovingian dynasty. This period provides a unique foundation for exploring the challenges of a historical simulation, as players must navigate the political fragmentation, cultural change, and the formation of new states. The final product produced for this project is a "Game Design Document" (GDD), outlining the core mechanics, systems, and features of a historical grand strategy game. This will be supported by a prototype that demonstrates the foundational gameplay systems. The product intends to communicate the complexity and scale of grand strategy games while providing a detailed framework for future development. This report outlines the research which formed the ideas communicated in the Game Design Document, and the processes taken to plan and develop the final piece.


3 - Research

3.1 - Principles and Frameworks of Game Design

  • What makes games engaging?
  • Game design frameworks (MDA, Mechanics-Dynamics-Aesthetics, etc.)
  • Concepts from designers such as Sid Meier
  • How these principles apply to grand strategy games

Links to: overall design philosophy

3.2 - Grand Strategy Games as a Genre

  • Definition of grand strategy games
  • History and evolution of the genre
  • Common mechanics:
    • diplomacy
    • economy
    • warfare
    • technology
    • politics
  • Differences between grand strategy and other strategy genres

Links to: establishing the foundations of your game

3.3 - Historical Simulation and Representation

  • How games represent historical events
  • Difference between historical accuracy and historical authenticity
  • The role of interpretation when recreating history
  • Tension between realism and entertainment

Links to: your historical setting

3.4 - Historical Accuracy and Historical Authenticity

  • Deeper analysis of:
    • accuracy
    • authenticity
    • alternate history
  • Examples from historical games
  • How much history should a game preserve versus modify?

Links to: design choices around the Merovingian period

3.5 - Player Agency in Historical Games

  • The conflict between historical outcomes and player freedom
  • Alternate history as a design feature
  • How games create meaningful choices
  • Balancing player freedom with historical context

Links to: your research question's player agency component

3.6 - Strategic Depth and Game Systems

  • Complexity versus unnecessary complication
  • Interconnected systems
  • Emergent gameplay
  • Decision-making and long-term planning

Links to: why grand strategy games remain engaging

3.7 - Game Mechanics and Systems Design

Focus on the actual systems:

  • Economy systems
  • Diplomacy systems
  • Military systems
  • Character systems
  • Succession/government systems
  • Resources and balancing

Links to: specific mechanics in your GDD

3.8 - Analysis of Existing Grand Strategy Games

Comparative analysis:

  • Crusader Kings III
  • Europa Universalis IV
  • Other relevant examples

Compare:

GameStrengthWeaknessInfluence on Design
CK3Character-driven storiesLess economic depthCharacter systems
EU4Large-scale simulationLess personal interactionWorld systems

Links to: justification of your design decisions

3.9 - Historical Context and Source Analysis

  • Merovingian Francia
  • Fall of Western Rome
  • Migration Period
  • Frankish political structures
  • Warfare, religion, economy, society

Include:

  • primary sources (where possible)
  • historians
  • archaeological evidence

Links to: historical foundation of the game

3.10 - Technical Research and Prototyping

  • Game engine choice
  • Programming approach
  • Prototype development
  • Testing methods
  • Limitations of development scope

Links to: your actual implementation


4 - Product Rationale

4.1 -


5 - Process (Development and Production)

5.1 -


6 - Reflection

6.1 -


7 - Conclusion


References

Appendices

Appendix 1.A - BLA BLa

(Referenced in section 1)

Appendix 2.A - Bla Bla

(Referenced in section 2)

Appendix 2.B - Bla Bla

(Also referenced in section 2)

Extras (Need to Remove but needed place to put)

Game studio name idea (need to register and get domain) - Hart Forge Interactive

Rough Structure Idea

Aim 10000-30000 words

Research 45% 4500 - 13500

Product rationale 20% 2000 - 6000

Development 20% 2000 - 6000

Reflection 10% 1000 - 3000

Introduction + Conclusion + Abstract 5% 500 - 1500 Introduction current (1/8/2026) - 235

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