Be Honest, what did you think of QTE's when you first encountered it?

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Soren91

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Jul 27, 2009
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"What the hell was that?"

Then I re-did the QTE (because I failed) and continued on with my game. No big deal.
 
Aug 25, 2009
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First time I met QTEs was Tomb Raider Anniversary. I liked them, and actually, if implemented well, then I still like them. I can't say I've really yet come up against a game that made me really hate QTEs.
 

JediMB

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Oct 25, 2008
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Adrimor said:
JediMB said:
Adrimor said:
JediMB said:
Adrimor said:
JediMB said:
Okay, Dragon's Lair and other FMV Games (and the like) don't really count. "Quick Time Event" suggests that it's just a quick event that comes in between other kinds of gameplay.
Does anybody actually believe this besides you? :V
It's roughly the equivalent of referring to a movie as a cutscene.
That's nice. Answer my question, please.
Sure:

Yes.

Happy?
Can you provide proof of any kind that you are not actually lying about this?
Yes. But I'm not bored enough to go searching through previous discussions on the subject that I've been involved in, so I'm not going to. Plus, most of them are in Swedish.
 

Space Cowgirl

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Oct 21, 2009
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The first time I encountered QTEs was RE4 and they left me more panicky than a paranoid gnat. And it was awesome. But now that they're all over the fucking place... They aren't as awesome anymore.
 

dfcrackhead

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Apr 14, 2009
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QTE's were o.k. as long as they weren't completely necessary. In God Of War 2, you had the QTE's for special finishing moves, which was pretty cool and I liked it, but you also had the QTE in the final battle with Zeus that was mandatory and I found it extremely aggravating because I just wanted the game to end so I could get some sleep.
 

G-Force

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Jan 12, 2010
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Here's something the people posting in this thread, how do you folks feel about QTEs that just serve as "finishers"

Take No More Heroes and Madworld for example. Both these games use QTEs to great effect and are mainly there to get the player involved in the actual carnage.
 

presidentjlh

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Feb 10, 2010
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Me (first experience with QTEs): "Hum ho...oh...well, that's a new feature...I hope we're having pizza for dinner tonight."
 

NickCaligo42

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Oct 7, 2007
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"Oh, God. I'm going to have to do this THE WHOLE GAME, aren't I?"

I realize what developers use Quick-Time Events for: it's a way to get cinematic action into the game and make the player feel involved in it without having to develop cinematic systems outside relatively simple scripted events.

It's also crap. They range from being an arbitrary barrier in the middle of a fight that won't let you continue depleting the boss's health until you succeed at it, which is more tedious than anything else, to being nightmarish, unexpected, mid-cutscene prompts that cause instant death. In either case they're completely arbitrary and have nothing to do with your ability to actually play or master the main game and its mechanics, which is just plain unfair.

Bloody Crimson said:
Kingdom Hearts 2. It said to press triangle, so I did.

"Wait--did I just do that? Never got to do that in Kingdom Hearts 1! Ha!"
The reaction commands in KH2 are an exception. They're still stupid and unfair, just in the other direction. You don't think about them, they don't add an element of strategy or challenge to the game, and there's no trade-off for using them; you just press triangle when the game tells you and it inexplicably rewards you. They're snazzy and impressive in a superficial kind of way, they kind of help put more flavor to a battle, and they make the fights easier, but as a game mechanic they do nothing to make a fight engaging; if anything they make it less interesting. Frankly, Reaction Commands are one of the many, many extraneous features I wish they'd dropped from KH2 so they could spend the budget on something else.
 
Apr 28, 2008
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I think it was in The Legend of Dragoon, a JRPG on the PS1.

It was turn based, but when your character attacked, you had to hit the buttons that appeared right before the strike hit and you would do an extra attack, and there were combo's to unlock that increased the amount of attacks you could do.

If you missed then the attack just stops and you deal whatever damage you delt.

It wasn't bad, and each character had their own attacks and combos. I thought it was pretty fun.
 

JediMB

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Oct 25, 2008
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Adrimor said:
JediMB said:
Adrimor said:
JediMB said:
Adrimor said:
JediMB said:
Adrimor said:
JediMB said:
Okay, Dragon's Lair and other FMV Games (and the like) don't really count. "Quick Time Event" suggests that it's just a quick event that comes in between other kinds of gameplay.
Does anybody actually believe this besides you? :V
It's roughly the equivalent of referring to a movie as a cutscene.
That's nice. Answer my question, please.
Sure:

Yes.

Happy?
Can you provide proof of any kind that you are not actually lying about this?
Yes. But I'm not bored enough to go searching through previous discussions on the subject that I've been involved in, so I'm not going to. Plus, most of them are in Swedish.
I suppose you aren't bored enough to then prove that your opinion is shared by the majority of gamers, then, either?
A majority of gamers could consider Gears of War to be an FPS (I've heard a lot of people saying that), but that doesn't mean their opinion has any influence on what the name says it is. GoW isn't in first-person, and the entirety of Dragon's Lair's gameplay isn't a quick event.

That's really all I have to say on the subject, and I'm not even sure I care enough to fini
 

JediMB

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Oct 25, 2008
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Irridium said:
I think it was in The Legend of Dragoon, a JRPG on the PS1.

It was turn based, but when your character attacked, you had to hit the buttons that appeared right before the strike hit and you would do an extra attack, and there were combo's to unlock that increased the amount of attacks you could do.

If you missed then the attack just stops and you deal whatever damage you delt.

It wasn't bad, and each character had their own attacks and combos. I thought it was pretty fun.
That's not a QTE. That's a gameplay mechanic that's part of the game's battle system. There are plenty of commmand-based RPGs that let you score critical hits or dodge with well-timed button presses, such as the Mario RPGs and Final Fantasy VIII.
 
Apr 28, 2008
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JediMB said:
Irridium said:
I think it was in The Legend of Dragoon, a JRPG on the PS1.

It was turn based, but when your character attacked, you had to hit the buttons that appeared right before the strike hit and you would do an extra attack, and there were combo's to unlock that increased the amount of attacks you could do.

If you missed then the attack just stops and you deal whatever damage you delt.

It wasn't bad, and each character had their own attacks and combos. I thought it was pretty fun.
That's not a QTE. That's a gameplay mechanic that's part of the game's battle system. There are plenty of commmand-based RPGs that let you score critical hits or dodge with well-timed button presses, such as the Mario RPGs and Final Fantasy VIII.
Really? Well when you put it that way it just seems like your splitting hairs.
 

The Bandit

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Feb 5, 2008
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Spider-Man 3. I died. And I said "Yeah, OK, that's the dumbest thing I've ever seen in my entire life" and turned the game off.

I would have no problem with QTEs if they were optional. No different than the Paragon/Renegade interrupts in ME2. If you successfully do them in a cutscene, you look like a badass. If you fail, you look like an idiot.

I think RE4 had one QTE similar to this, in the Krauser fight. Depending on how fast you hit the button, your response would be wittier. I think.

Anyway, I don't mind them if they don't kill me. I didn't even mind the two million times you had to do them in ME1. If you failed, it wasn't a big deal. But, in RE5? With the two hour long cutscenes? Especially in the Wesker fight? It's horrible.
 

Riddle78

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Jan 19, 2010
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First encounter with QTE's was The Legend of Dragoon.
I caught on instantly and it was a great way to keep the player awake and involved during the NUMEROUS random encounters. However,the QTE's were called additions in-game. And the only cost o failiure is reduced damage...Unless you have to press circle instead of x, or during any of the two encounters with a certain enemy. Those result in reduced damage on target, PLUS an immediate, interrupting, hostile counterattack.