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Making History II: The War of the World

Review · Strategy · macOS · PC · Linux

Making History II: The War of the World

Reviewed: 02 May 2026

macOS · PC · Linux

Muzzy Lane Software · 2010

Ludograph rating

B

Good

67 /100

Making History II: The War of the World is a grand strategy game that significantly develops problem solving, strategic thinking, and critical thinking.

06010030BenefitLow riskB 50 · R 0
The Ludograph reading, plotted from the published benefit and risk sub-scores.

Growth (BDS)

50

Risk (RIS)

0

Daily limit

120min

Age guidance

13+

Developmental benefits

B1Cognitive
0.84
B2Social-emotional
0.17
B3Motor
0.15

Making History II: The War of the World offers a rich and complex grand strategy experience that significantly develops cognitive skills. Players engage in deep problem-solving, strategic thinking, and critical analysis as they manage nations, economies, and military campaigns during WWII. The extensive economic and logistical systems foster strong mathematical and systems thinking, while the adaptive AI and varied historical outcomes promote learning transfer and creative problem-solving. It provides a unique opportunity to understand historical contexts and the complexities of international relations.

Design risks

R1Compulsion-loop pressure
0.00
R2Monetization
0.00
R3Social risk
0.00

This game presents very low risks regarding compulsion-loop design, monetization, and social pressures, as it is a single-player, one-time purchase title with no microtransactions or social features. The primary risk lies in its content, featuring abstract violence inherent in a World War II strategy game. While not graphic, the theme of war, conflict, and espionage is central. There is a mild risk of propaganda, as the game allows players to alter history and achieve nationalistic goals, which could subtly influence perspectives on historical events and national power.

Content (not in risk score)

R4.1Violence Level
0.67
R4.2Sexual Content
0.00
R4.3Language
0.00
R4.4Substance References
0.00
R4.5Fear / Horror
0.00

Content risk is displayed separately and does not affect the time recommendation.

Regulatory design checks · DSAAssessed: meets criteria·GDPR-KAssessed: meets criteria·ODDSAssessed: meets criteria

  • DSA:What Ludograph checks: whether the game's design gives minors the transparency the EU Digital Services Act expects: plain terms, honest defaults, and clear reporting routes.: Estimated from review data. No dark pattern or child-targeting concerns found.
  • GDPR-K:What Ludograph checks: whether age assurance and consent flows are designed for under-16s, in the spirit of GDPR Article 8.: Estimated from review data. No privacy or child-targeting concerns found.
  • ODDS:What Ludograph checks: whether paid random-reward drop rates are disclosed, as required in China, Japan and South Korea.: Estimated from review data. No paid random-reward mechanics found, so drop-rate disclosure requirements do not apply.

These reflect Ludograph's assessment of the game's design practices against each framework's criteria, not a legal compliance determination.

Parents ask…

Is Making History II: The War of the World safe for kids?

Ludograph gives Making History II: The War of the World a rating of 67/100, recommended for ages 13 and up. It offers solid benefits but needs parental guidance on the risks.

What age is Making History II: The War of the World appropriate for?

Ludograph's rubric recommends a minimum age of 13+ for Making History II: The War of the World, based on benefits, risks, and content review.

How long should kids play Making History II: The War of the World?

Our session recommendation for Making History II: The War of the World is up to 120 minutes per day. It is derived from the game's own structure (natural stopping points, compulsion-loop design, monetization pressure, and social dynamics), not from a universal screen-time dose.

Session recommendations are design-based heuristics. Evidence linking specific daily durations to child outcomes is limited, and context matters as much as time; treat this as a starting point for household rules, not a clinical threshold.

What are the main risks of Making History II: The War of the World?

This game presents very low risks regarding compulsion-loop design, monetization, and social pressures, as it is a single-player, one-time purchase title with no microtransactions or social features. The primary risk lies in its content, featuring abstract violence inherent in a World War II strategy game. While not graphic, the theme of war, conflict, and espionage is central. There is a mild ris