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“So, I call it Snake, ok? It starts off and you’re controlling this short little line moving around the screen. It never stops moving and if it hits the edge you die, but you can steer it up, down, left, right. So you steer this line toward a little dot. And when you run into the dot the snake ‘eats’ it. The line grows a little bit longer, and there’s another dot over here now. So the snake keeps moving and the goal is, you know, you gotta eat as many of these dots as you can without running into your own body, and your body keeps getting longer and longer the more you eat.”
Although it does not state user stories in the well known As a I want so that template, it perfectly describes what the user likes to have. Additionally this is, at least in my experience, a type of statement we will get, if we ask users how they like to have "their" software.
In order to allow a better traceability and have a basis for short increments, I chop this real user story into smaller pieces:
As a player, I want my high score to be saved even after closing the game so that my achievements are preserved.
As an advanced player, I want to access a settings menu where I can adjust the game's speed and visuals so that I can customize my gaming experience and keep the game interesting.
The following is an excerpt from a wonderful article by John Hayes:
Although it does not state user stories in the well known As a I want so that template, it perfectly describes what the user likes to have. Additionally this is, at least in my experience, a type of statement we will get, if we ask users how they like to have "their" software.
In order to allow a better traceability and have a basis for short increments, I chop this real user story into smaller pieces:
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