I am of the Yahtzee School of Gaming Thought of QTE's

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wadark

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I think most people's problem with QTEs is that they are done poorly. Uncharted is a great example, there being like 2 in the entire game at completely random times.

However, as others have said, they can be an excellent manner of allowing the player to engage in more visually-impressive and (for lack of a better word) cinematic actions, that just aren't possible in regular gameplay.

If you look at, for example, God of War, there are lots of moves and abilities that Kratos has in his arsenal during gameplay, but most players will eventually kind of stick to a small handful of them for their gameplay. And even if you don't, there isn't much that's visually different from kill-to-kill, even when using different moves. Kratos may move differently, but the enemies just seem to take a thousands cuts and then fall over. The QTEs in God of War allowed you to interact with the enemies more closely and perform a much most impressive kill (unfortunately it was let down by always being the same event for the same enemy, which got just as samey as the regular gameplay in the long run).

The point is, in most games' standard gameplay, you can't run up, knock an enemy in the air, cut him 10 times with a sword, grab him around the neck and throw him to the ground again. And if you can, it usually doesn't look very impressive. But in a cutscene, the character can do all sorts of impressive things, and I thin QTEs are a good method of allowing that to happen without robbing the player of being involved in it (as Yahtzee mentioned in one of the DMC videos).

Obviously, though, they need to be done properly. They have to be a core part of the gameplay, not just thrown in from time to time. They also, in my opinion, need to be less "random button flashes up and you hit it" and get to a formula where individual buttons correspond to a general category of actions. For example, in the Shenmue QTEs, when an A button flashed up on the screen, the action that resulted from it always resulted in a "leg/kick based event" in the cutscene, while X corresponded to "hand/punch events" and directional buttons usually meant the character moving in that direction in some what. Lastly, another lesson from Shenmue, they shouldn't be instant fail. You could usually fail one or two QTEs in a given cutscene and still succeed in the end, and in some cases, failing a QTE segment didn't mean failing the game, it meant you had to find a new way to do what you were trying to do.
 

Smooth Operator

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I don't get you OP, how could you not love randomly pausing cutscenes and unpausing them with random buttons and timings... the real beauty is the whole thing restarts if you mess up so you can really get the hang of it.

This is the future of all gaming I feel, things can get far more cinematic, you don't haveto worry about what sort of controller is used, or difficulty, also you can fire the entire game design department and save a ton of money.
I just hope movie producers finally see the light and join in on this venture, can you imagine how great it would be if you had to play QTEs for the entire length of a movie... it's just brilliant I tell you.
 

Tayh

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Joccaren said:
That rat QTE, and others like it, are it done wrong. There's no point to it. Its arbitrary. Its just there to interrupt gameplay for no real reason, and there are other ways to do this.
God damn QTE's.
You know the final coop mission in BF3? The one where you break through a door and is then immediatedly caught in a headlock and have to press one random key within 0.5 second in order not to die? And how it's at the end of a 20 minute long mission, which you'll have to do over from the beginning if you don't manage to hit the correct key within half a second?
Bloody hell.

Atleast you could reload to an earlier save after losing to the Rat Boss.
 

dimensional

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Usually I hate them especially in GOW (guess which gow) and its sequels god dammit that drove me insane then I played Ninja Storm 2 and that used them brilliantly same goes for Asuras Wrath Cyberconect2 have nailed the QTE in my eyes I actually looked forward to them in those games to see what crazy stuff would happen during that segment. Also heavy rain did them ok I had no problem with the way that game handles them it worked pretty seamlessly.

Any feature can work well when done correctly.
 

Bara_no_Hime

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Jacco said:
But seriously. QTE's are the bane of gaming existence. As far as I'm concerned, it's lazy mechanics added to already lazy gameplay. Though I hate them wherever they rear their disgusting heads, my most recent fury is aimed at the at RE6 ones. For instance, there's
a part where you fly a plane. So instead of actually making it awesome and letting you physically fly the plane,
they put three useless "PRESS X REPEATEDLY" QTE's in and then a video clip kicks in. I mean, literally useless ones. I don't think you can actually fail them. It's lazy. And it makes me not want to play the game anymore because to me is says "We didn't care about making this game an actual game." It pisses me off that I spent money to essentially have an interactive movie.

Granted, there are some games where they work because that's what the game is. Heavy Rain is a good example of that. But 99.9% of the time its just lazy game design and a cheap way to make the player die.

Anyone else feel this way? Or am I alone in thinking that?
I quite agree with you. Most QTEs are terrible and annoying.

Although, I think I may believe so for a different reason. When I am playing a game, and I get to a cut scene, I want to sit back with a drink and WATCH it. It is my reward for playing the game, after all - the last thing I want to do is smash buttons during my drink break. I want to be able to go get a snack if I'm hungry and listen/watch the action. So having to dash back to my controller and smash buttons really bugs me.

And yes, the makers of Heavy Rain also did Indigo Prophesy, and it too relies on QTEs as the main mechanic. That's fine - that's gameplay during the actual game. That's what the game IS, so you're always expecting them.

But, if I'm playing an RPG, I don't expect to be pressing buttons when I'm not playing the damn game.

What really bugs me is that now even JRPGs are getting the QTE bug. The one kind of game that was immune to that crap - gone. **sigh**
 

Entitled

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The problem with Yathzee's "school of thought" on anything gaming related, is that they are mostly just random opinions about things that Yahtzee likes or dislikes, but presented in a coating of "this is what all gaming is ought to be about according to Yahtzee's Grand Unified Theory of Game Design".
 

L0dest0ne

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I believe that QTE's can be done correctly. In God of War and Marvel: Ultimate Alliance, QTE's are used to give the player an exiting end to a rather hard boss fight. It's much more fun that repeatedly pressing two buttons and suddenly watching the boss crumple over after a normal attack. Like you said, QTE's in RE6 are poorly done and misused.
I hope they don't don't disappear from gaming, as long as they are done correctly.
 

Comocat

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I find them stressful. Once I know they are in a game I spend as much time paying attention to the cut scene as I do the looking out for the trigger button. I like to eat a snack or drink some water during a cutscene, not be on the look out for a button flash.
 

Brotha Desmond

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denseWorm said:
If you ask me downloadable content and the concept of the 'trilogy' is what is murdering gaming. QTEs were annoying when they were in RE4, these days they're just naive.
I don't entirely agree on the DLC front. I like DLC in some cases. Let's take a game like Fallout. You beat it and want to play it again but you already did all the missions and want something new, dlc is a great way to add something new.
Now I know somebody will suggest unlocking the content for free once beating it, but the same people will complain if the developers actually did that.
As for day one dlc, I'm against that.
 

Cerrax

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skywolfblue said:
It depends on if they're used properly or not.

Properly used QTE's are neat.

The QTE's in Vanquish for example were pretty closely tied to the actions your character performed (swirl the stick to twirl and dodge the missile)

The more simplistic "Mash A" in Dead Space 2 worked very well to convey a sense of "struggle". In a cutscene you don't have to worry about whether your character will survive, if you have to engage and actually have a stake in whether your character lives or dies that is neat.

On the other hand we have games like Force Unleashed 2 or Battlefield 3, where there is no consistency whatsoever, there's no warning beforehand, and they don't even make any sense.
THIS. Consistency is key to making QTE's work well. I personally dislike them entirely, but I don't mind the one's that at least keep it consistent. If you use X in the game to slice an enemy, why in the world would a QTE use the A button to do the same exact thing? The whole point of QTE's is to test reflexes and instinct. My instinct is to hit X to attack, because that's what the game taught me to do. Why am I punished for hitting X when the appropriate response is to attack?
 

lord.jeff

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Ninjat_126 said:
skywolfblue said:
The more simplistic "Mash A" in Dead Space 2 worked very well to convey a sense of "struggle". In a cutscene you don't have to worry about whether your character will survive, if you have to engage and actually have a stake in whether your character lives or dies that is neat.
I do love struggle mechanics. Melee combat from Uncharted 2 springs to mind, as does Resident Evil 4's method of escaping grabs. That said, its a pretty easy mechanic to abuse.

As for QTEs in cutscenes? Nope. Bayonetta screwed me over enough times with those.
Quoting because I really hated that about Bayonetta as well, lost so many A ranks becuase of instafail QTEs.

I mostly just hate the fact that with most QTEs it's an instant death for one missed button especially in games that you could survive way more then that during game play, RE4 for example you could survive you could survive getting hit with in axe a few times without falling but in QTE you die from one knife cut. One time I really like them was in Sands of Time 3 with it being linked to you stealth kill and if you failed you took a hit but all the damage you did to the enemy was still there so it never felt like a wasted effort using it.
 

Palademon

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I like QTEs. Like all else it depends how you use them. Things like Asura's wrath were good. And I don't have problems with most other examples.

You try creating situational awesome without forcing an immersion-breaking tutorial, or annoying the player by not informing them.

Having only a few sections of them has players complaining that it came out of nowhere. Having lots of sections has players complaining that it's overused.
 

Aris Khandr

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WARNING: INCOMING BLASPHEMY

Yeah, yeah, the reviews absolutely hated the QTE-centered gameplay of Jurassic Park, but I thought it was perfect. That is, in my opinion, exactly how QTEs should be done. In a game where you are being chased by creatures bigger, stronger, faster, and deadlier than you, all you really have going for you is luck and quick reflexes. This is what QTEs were perfectly designed for. The game delivered the right balance of "frak this up and you're in trouble", while also letting you stumble a bit and not immediately die (usually). And all the reviews ever said were "It's full of QTEs. I hate QTEs." Which makes me wonder if they've ever seen Jurassic Park. What were they expecting, to run around the island shooting dinosaurs with various flavours of guns and rocket launchers?
 

GonzoGamer

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I'm with OP:
I think QTEs show laziness & a lack of creativity on the part of the developer.
Unlike OP, I don't think making a game that entirely consists of QTEs (like Heavy Rain) excuses them for cramming a lot of QTEs in their game.

They were fine in the 80s with Dragon Slayer & Space Ace. Back then they were dealing with a control scheme that consisted of one stick and one button and that was the only way to play a game that looked like a cartoon. Now devs have the means to have a much more intuitive control scheme and elaborate graphics/engines. For example you don't just press x to kill in Fallout. I think VATS is an excellent alternative to getting a cinematic kill without a QTE.

Apparently people like them so we'll keep seeing them but people also like reality tv, that doesn't make it quality programming.
 

DioWallachia

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My feelings about the "merits" of QTE can be summed up at 7:26


In other words, it is just a plain ignorant statement that games CANT be exciting without QTE. Either that or just fucking lazy design at worst.
 

Kordie

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Jacco said:
(I pronounce them "cuties" because acronyms are against my religion).
I am going to be that guy. If you pronounce "QTE" as cutie, you have made it an acronym. If you instead say the letters Q T E, it is an initialism. Example, FBI is an initialism, while SCUBA is an acronym. If acronyms are against your religion, saying cutie for QTE makes you a heathen.

Having said that, I agree with everything else you wrote. Carry on.
 

excalipoor

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I never used to mind QTEs so much. Shenmue is one of my favorite series, and some of the QTE sections are ridiculously long. Even then, beating them was awesome, and I didn't really mind starting over when I screwed up.

It wasn't until I played FFXIII-2 before I started feeling that I could really do without these constant button prompts during cutscenes. If you, the developer, are worried that I, the player, might get bored during your 15-minute cutscene, here's a hint: don't make a 15-minute cutscene.

In Shenmue the QTEs felt like an integral part of the gameplay, while FFXIII-2's "Cinematic Actions" feel like something thrown in to break the tedium, and to make sure you can't go make a sandwich while a cutscene's rolling.
 

Tom Artingstall

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Sep 23, 2011
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I was surprised to find QTEs slipped very subtley and effectively into Dishonored. All it boils down to is when a guard dog jumps you it bites down on your arm and you just have to repeatedly punch it in the face before it goes for the throat. The button you have to mash is the left-hand attack control anyway which basically makes it a contextual melee attack rather than a tradtional QTE. And it jumps seemlessly between that and standard gameplay to the point that only the little flashing button next to the dog's head would give it away as a QTE.

Proof that QTEs can be fun if used carefully in small doses, not unlike auto-erotic asphyxiation.
 

sethisjimmy

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May 22, 2009
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Personally I haven't ever seen QTE's done well, like some of you claim is possible.

I also see the argument here that QTE's are good for letting the players do cool things only possible in cutscene. See, to me, that's lazy design. Instead of giving the players all the tools they need to do cool things all by themselves, without context sensitive button mashing, the developers just make a cutscene and stick an arbitrary button over it.
This concept is explained further in this article. [http://www.escapistmagazine.com/articles/view/features/9887-A-Shootout-For-One]
I find the best scenarios in which the game lays out a set of rules regarding what buttons control what, then letting the player experiment with that set of rules, seeing what different commands do against certain parts of the environment or characters and objects. If the developers want the player to do some cool move in particular, there can be subtle pushes of the player towards that goal, instead of completely taking control of the scene like with QTE's.