Strategic Historical (War) Game Design 100: Where we're starting from | Lewis Pulsipher | Skillshare

Strategic Historical (War) Game Design 100: Where we're starting from

Lewis Pulsipher, Game designer, Teacher, Author

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6 Lessons (39m)
    • 1. Intro to Strategic Historical Game Design

    • 2. The Nature of Warfare and Games pt 1

    • 3. The Nature of Warfare and Games pt 2

    • 4. War, Battle, and Conquest wargames

    • 5. Distinctions between Strategy and Tactics

    • 6. Summary of the Great Dichotomies of Wargame Design


About This Class

War is the most intricate, complex, world-changing, insane human endeavor. No sane person likes "war" games.

Yet Generalship is a natural “game”, and transfers well to actual tabletop and video games

Other aspects of war don’t mesh with what people want in games, and there’s the “Great Dichotomies”. E.g.:

  • War is full of uncertainty and chance, a “mess”, whereas gamers want to feel in control of what happens
  • People want to feel like they’re the commanders, the generals, but games lack the cruelty (“war is hell”) and fear of death that characterize warfare – and few players would actually want it

In this course we'll start to think about war, generalship, and games, 





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The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

Lewis Pulsipher

Game designer, Teacher, Author

Dr. Lewis Pulsipher (Wikipedia: "Lewis Pulsipher"; "Britannia (board game)"; "Archomental" ) is the designer of half a dozen commercially published boardgames. His game "Britannia" is described in an Armchair General review "as one of the great titles in the world of games." Britannia was also one of the 100 games highlighted in the book "Hobby Games: the 100 Best". He has over 17,000 classroom hours of teaching experience including teaching video game design and production, and over 20 years...

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