As a player, I want to be presented with action events that are engaging, require my input on how the development team or others should act, and are crafted in a creative, funny, or educational manner. This ensures I remain engaged and entertained while selecting options that subtly sabotage the project, consistent with my role as a tester with hidden motives.
This story involves narrative design and player choice impact consideration.
Back / Acceptance Criteria:
Scenario: Presenting Creative Sabotage Options
Given an action event is triggered,
When the scenario is presented to the player,
Then it should include options crafted in a manner that is creative, humorous, or educational, providing a rich narrative context that encourages player engagement.
Scenario: Impactful Player Decisions
Given the player is presented with multiple choices in an action event,
When the player selects an option,
Then their choice should have a clear, logical impact on the game’s development project, advancing the player's sabotage objectives in a manner that is consistent with the scenario's tone and content.
Scenario: Scenario Diversity
Given the game presents multiple action events throughout the play-through,
When these events are encountered by the player,
Then each should offer a unique scenario, avoiding repetition and keeping the player engaged with fresh content that challenges their decision-making and creativity.
Scenario: Educating Players subtly
Given that some scenarios are designed to be educational,
When a player interacts with these events,
Then the player should be able to learn something new about software testing, project management, or sabotage tactics, enhancing their knowledge in a context that feels natural and engaging.
Scenario: Rewarding Creative Sabotage
Given a player chooses a sabotage option that is especially creative or clever,
When the outcome of this choice is realized in the game,
Then the player should receive positive feedback or rewards, such as increased sabotage points, special achievements, or humorous acknowledgments from in-game characters, encouraging innovative thinking.
Scenario: Reflecting on Player Choices
Given the completion of an action event,
When the outcome of the player’s choice is revealed,
Then the game should offer a brief reflection or commentary on the choice’s impact, tying back to the game’s narrative and the player’s role as a saboteur, and possibly hinting at the long-term consequences of their actions.
Front / Description:
As a player, I want to be presented with action events that are engaging, require my input on how the development team or others should act, and are crafted in a creative, funny, or educational manner. This ensures I remain engaged and entertained while selecting options that subtly sabotage the project, consistent with my role as a tester with hidden motives.
This story involves narrative design and player choice impact consideration.
Back / Acceptance Criteria:
Scenario: Presenting Creative Sabotage Options
Scenario: Impactful Player Decisions
Scenario: Scenario Diversity
Scenario: Educating Players subtly
Scenario: Rewarding Creative Sabotage
Scenario: Reflecting on Player Choices