Focusing on the strategy game The Opium War (1997), developed in mainland China, this article argues that, while designed as a patriotic product about the Opium War, the game moves beyond simple propaganda. Through its rule-based systems, it constructs a nuanced historical argument that operationalizes the tension within the Marxist concept of historical inevitability and contingency. The inevitability of the Qing Empire’s structural weakness is conveyed through a high degree of difficulty and the mechanics of systemic corruption, while contingency is enabled by allowing skilled players to achieve a counterfactual victory, subverting the orthodox narrative of the Qing’s inevitable defeat in the war. This subversive design was politically tenable because it operated within the accepted framework of Marxist historiography. Ultimately, this study demonstrates that video games can generate more complex historical experiences than traditional media. By analyzing this non-Western case, the article calls for a more globally conscious approach to game studies, and it recognizes games as significant sites of historical debate within politically sensitive contexts. It addresses a dual gap: the Western-centric bias in historical game studies and a lack of inquiry into the extent to which video games can engage with Chinese history.