PropertyValue
rdfs:label
  • Eye of Terror Campaign
rdfs:comment
  • In concept, the Eye of Terror campaign was created to be a monstrous strategy game with an unguessable number of players. By posting results from their tabletop games on the Eye of Terror website, players could make infinitesimal moves' on the Eye of Terror map, choosing where to make a difference in the overall picture. The big question was always whether the players themselves could organise their efforts in ways to make a difference to the overall map. In the Armageddon Worldwide Campaign the games played virtually cancelled each other out because there was no room for strategies. The campaign was fought at a tactical level and across the thousands of games played overall army balance (thank god) meant that there was seldom more than a 10% swing in either direction. Interestingly the Im
dcterms:subject
dbkwik:warhammer-40k/property/wikiPageUsesTemplate
dbkwik:warhammer40k/property/wikiPageUsesTemplate
abstract
  • In concept, the Eye of Terror campaign was created to be a monstrous strategy game with an unguessable number of players. By posting results from their tabletop games on the Eye of Terror website, players could make infinitesimal moves' on the Eye of Terror map, choosing where to make a difference in the overall picture. The big question was always whether the players themselves could organise their efforts in ways to make a difference to the overall map. In the Armageddon Worldwide Campaign the games played virtually cancelled each other out because there was no room for strategies. The campaign was fought at a tactical level and across the thousands of games played overall army balance (thank god) meant that there was seldom more than a 10% swing in either direction. Interestingly the Imperial fleet was (the real star of that campaign, consistently outperforming the Orks. So, the idea for Eye of Terror was to draw up a map and rules where tactical games allowed strategic moves. Because the individual moves would be tiny on such a vast scale (Whole worlds at war with millions fighting) it would mean that the overall strategy would be generated by the players' decisions en masse. To facilitate this Games Workshop created war rooms on the websites for the two sides' players to communicate and work on their strategies. They made up a set of event cards to distribute to individual players to allow them to make a difference in the fighting and create narrative ideas. Games Workshop also coordinated with the indefatigable GW Events and Retail Staff members so they could create an event packed with battles all over the globe. They met with clubs and talked about what was coming up in White Dwarf Magazine, at gaming conventions and on the net. They finalised the mechanics of the campaign for the website and then awaited the big day.