This presentation discussed the possibilities and limitations of a critical war game design and development. By a critical war game design we meant a game that through its procedural rhetoric and/or narrative frames challenges and potentially innovates established design practices and generic conventions that dominate the representation of war in video games.
The chapter stemmed from the experience of developing a serious game on the World War II, Attentat 1942, which we developed at the Charles University in collaboration with the Czech Academy of Sciences.