User Stories are very central in any Agile methodology and very often are the first cause of a failure (or success) in a software development.
Speaking about User Stories with a colleague in London, I noticed like the topic is every time (no matter the Country nor the person) much more complicated than expected, mostly if you are new on the field.
If you speak about User Stories is quite simple that, at the question “How a User Story should be?”, your answer will probably be an emphatic “INVEST!”
I agree, but I’ve noticed that to apply the INVEST approach is much more hard than expected. The theory is pretty clear, but somehow not so much clear how to put it in a User Story.
The Tiles are central in the game exactly like the Pawns. Naturally refering to Tiles I’m talking about the map in general, the board where our little pawns have their conflict.
I think that to define a map, or in general the level design, is one of the big deal projecting a game. The main Character (or units depending on the game) is important, the skills are important, but if the level design sucks all the experience sucks no matter what.
For me Super Mario Galaxy is a master piece because of its level design.
So I was sure that with designing bad maps the whole game would have been a disaster.
I decided to keep things simple and to introduce more possibilites after a gameplay test.