Do Quick Time Events Work?

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Volodanti

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Aug 18, 2009
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right his is my first topic so i thought i'd do something special... but then i decided to screw that idea and ask this: do quick time events work? or more precisely: when do they work?

and please give more than "yes" or "no", there's a reason it's not a poll, i want opinions, not words
 

ChromeAlchemist

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Aug 21, 2008
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Yes they work fine, it just depends on the game. I find it funny that no one had a problem with quick time events a few years ago, but now apparently it's a problem. I wonder why? Hmm? (not addressing the OP directly, mind)
 

GodofDisaster

Premium member
Sep 10, 2009
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Its all up to the game itself really. Example if the game has akward camera angles or it takes a few seconds longer for it to realise what button you just pressed then no quick time events don't work.
However if you put them in with a good game were the control sensitivity is good then I don't really care if they use them are not, as long as they don't overuse them like in every level.

Also I hate it when they use it in boss fights, think about your fighting some giant monster or whatever and the next thing you know without warning Press X to dodge.. Wait what, oh shit! game over (I died quite a lot that way when I was playing resident evil 4 pro against salazar.
 

khaimera

Perfect Strangers
Jun 23, 2009
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I like them in general. My favorite recent example was in Wet becuase what happened was so over the top that I didn't care that I all I did was push one button.
 

Avaholic03

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May 11, 2009
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It depends on the genre. They're best when used in 3rd-person shooter/fighter games. They utterly fail in FPS, RTS, MMO and other such genres. The only reason they work with 3rd-person games so well is because it's easy to tie them into cinematic fighting scenes without breaking the flow of the combat.
 

Proteus214

Game Developer
Jul 31, 2009
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Toasterhunter86 said:
Yes, but they have to be done well, like in God of War
ZombieNeith said:
They work in God of War. I've not seen them used anywhere else very well.
God of War was an excellent example. You were rewarded for doing it correctly (certain color of orb from killing a monster/getting it out of the way quickly) and you only received a small slap on the wrist if you actually failed it. The Resident Evil 4 QTE's were pretty bad, where the reward was you get to continue playing, the penalty for failure was death and repeating the sequence all over again.
 

Moonmover

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Feb 12, 2009
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They can be good, or they can be bad.

They're good when they are used consistently throughout the game as a gameplay mechanic. For example, in Indigo Prophecy.

They're bad when they come out of nowhere without warning and we're expected to know what to do. For example, at the very very end of Twilight Princess. All of a sudden I was supposed to press the A button really fast, and I'm all like, aaaaaaahhhhh, what's going on??!? *dead*
 

Arikarin Aririkamei

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Aug 26, 2009
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Yes they do, but only if they are used in the style god of war used them.

Remember those unexpected insta-kill quick time events in the beggining-ish of uncharted?

yeah, they really sucked.
 

Sven und EIN HUND

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Sep 23, 2009
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If done well its a definite yes. Example: Assassin's Creed. Unlike most I find the combat really fun, you have to time it all, and when Altair impales a guard or stabs someone through the jugular with the hidden blade (which isn't actually a quicktime event in the game but yeah) you're just like, "damn I'm good". Although, I guess that wouldn't really fall into the category of generic quicktime events, i.e flashy screen "press this button not to die", such as resident evil 4, which was still a fucking awesome awesome awesome game.
 

Cargando

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Apr 8, 2009
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Yes, like in Saint's Row 2 (The fight club) but no, like in Mercanaries 2.

The worst quicktime events I've ever seen are in Turok.

The best are in Assassin's Creed.
 

Zacharine

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Apr 17, 2009
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Proteus214 said:
Toasterhunter86 said:
Yes, but they have to be done well, like in God of War
ZombieNeith said:
They work in God of War. I've not seen them used anywhere else very well.
God of War was an excellent example. You were rewarded for doing it correctly (certain color of orb from killing a monster/getting it out of the way quickly) and you only received a small slap on the wrist if you actually failed it. The Resident Evil 4 QTE's were pretty bad, where the reward was you get to continue playing, the penalty for failure was death and repeating the sequence all over again.
Only one problem with them in God of War. Or the second one at least.

They were everywhere. And having seen the swords forced down the throat of yet another moster #521 for twentieth time it got boring and I just began to look out for those QTE buttons so that I could avoid them. Bringing down enemies without them was a lot faster, because instead of being forced to watch the same (albeit cool) slow animation I could use the time to bash damage to three or four foes at the same time, getting rid of my enemies a lot faster.

However, most of the pitfalls were avoided, in that there were rarely 'Press X to not die' kind of situations and the penalty of failing a QTE was neglible.

That's what I feel QTEs should be about. As fast or faster method of getting rid of your enemies that standard attacks, failing them should at worst restore the Status Quo that was before the Quick-Time Event and each push of a button brings some kind of result.

Example: Shining Beacon Of Light is facing a battle-tank, armed with the axe "Spirit Of Kratos". A QTE is triggered by positioning, Rage-O-Meter etc. First push of a button get's rid of the tanks armor on one side. Second push rips out one of the machine-guns. Third button screws the main cannon. Fourth makes the hero rip out the crew hatch and go crazy inside, resulting in an explosion. The sequence ends at about the same time it would have taken to whittle down 75-80% health via normal attacks. Failing to push the third button results in getting a short burst from a machine gun to the face, but the tank is still without side-armor (creating a weakness) and lacking one machine-gun.

However, triggering the QTE is not automatic (otherwise it would be used for every fight, making the game ridiculously boring and easy) but is based on other circumstances (Rage-O-Meter full, executing a specific attacks sequence from certain direction) etc. This would retain the movie-like characteristics of the QTE, reward for even partially completing them, not lenghten the game unnecessarily and make them a spice to the core game instead of being the game.
 

squid5580

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Feb 20, 2008
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ChromeAlchemist said:
Yes they work fine, it just depends on the game. I find it funny that no one had a problem with quick time events a few years ago, but now apparently it's a problem. I wonder why? Hmm? (not addressing the OP directly, mind)
Same reason every other innovative idea or gimmick gets hated. Not because it is bad but because it gets overdone. It just seems lazy after a while.
 

GonzoGamer

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Apr 9, 2008
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Yes they work in the utilitarian sense.

But that doesn't mean that it's a contrived gimmick that's only used by lazy developers who can't manage/be bothered to work intuitive controls onto a gamepad with 3 directionals and a dozen buttons.
 
Sep 4, 2009
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No.

No. No, no. No, no, no.

No no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no no.

Turning a game (skill based) into a reaction test (luck / talent based) is bad. At the very least it should be a feature that can be disabled. Mercs 2 had the fun sucked out of it the longer I played because of QTEs.

Say no to quick time events, kids.
 

ExistentialCrisis

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Dec 29, 2008
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No. Personally, I always saw them as a good "dramatic" element at first but they can quickly dissolve into an exercise in frustration. I liked how it as handled in the submarine escape sequence of Lost Odyssey (ample time to hit the right key, not too much punishment if you failed a key or two), but that's about it. This trend really needs to be downplayed not because it is quickly becoming cliche -- well, actually, yes, for that reason -- but also because making it an outright obstacle is a pretty big jerk-move.
 

Ultress

Volcano Girl
Feb 5, 2009
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They can make things a tad bit easier than they should be, but when they are well implemented like RE4 or God Of War, the build intensity and add to the experince.