What is so bad about quick time events?

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BiscuitTrouser

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May 19, 2008
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Sirch.Cajnos said:
i honestly don't get it, and don't go quoting Yahtzee either i have an excellent memory and have seen every ZP, i want actual reasons explaining why QTEs deserve such hate. Personally i think that they give you some control over how awesome your character is like the QTEs from God of War or the Force Unleashed, they also give you more reason to pay attention in cutscenes, which i do anyway but that's beside the point
Lemme tell you why just here. God of war did it right. Clive barkers jerico did it wrong. Sadly god of war is a rare breed of quicktime events. Lets compare how it works.

GOD OF WAR: I jump the cyclops after a hard fight and have to follow some buttons, i press them right but miss the last one, falling off and losing some health i then try again. Every button press rips the cyclops apart and eventually i tear out its eye and offer it to the dark gods.

CLive barkers jerico. I have to press 80 buttons in order to decend a ladder while being attacked. I never attack back, these presses shift my hands and feet by small amounts. A single fail means instant death and a restart of the whole cinematic.

See? One combined gameplay and QTE, rewarded me for my success and only chided me for failure, allowing me to try again. My actions in this QTE were different to anything i could do usually, i looked forward to QTE because i could, like you said, make my character perform in new and awesome ways. One sprang one on me, punishing me brutaly for a failure and rewarding my success with survival. The QTE dumbed down gameplay to basic movement, the actions performed were unimpressive and boring, i had to sit through a cinematic over and over again and felt no sence of accomplishment apon completeing the task.

Theres the difference, most QTEs are like the latter unfortunately.
 

Voodoomancer

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Jun 8, 2009
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So many developers get them so wrong and put them in normal cutscenes where they have no business being. It's the gimmick thing: people are doing it just to do it, not because it fits in the game, and thus the result is just annoying.
 

LuckyClover95

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Jun 7, 2010
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I like QTE's too, I was actually going to post the same thread. I think if they sneak up on you it can be annoying but if there's a series of them and not just a random one plonked in the middle of a cutscene then they are good, it means you get MUCH cooler looking fights under your control.
 

StoneHeart

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Jun 11, 2010
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Sirch.Cajnos said:
i honestly don't get it, and don't go quoting Yahtzee either i have an excellent memory and have seen every ZP, i want actual reasons explaining why QTEs deserve such hate. Personally i think that they give you some control over how awesome your character is like the QTEs from God of War or the Force Unleashed, they also give you more reason to pay attention in cutscenes, which i do anyway but that's beside the point
It's just the random ones that the game just pulls out of right field that no one likes
 

WanderingFool

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Apr 9, 2009
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Anyone remember that QTE...

... when you're fighting Wesker in RE5, and while playing as Sheva, you jump and are hanging over a pit of lava, and had to press the button fast enough to not fall, which is impossible unless you lay the controller on the floor, and press the button with both hands practically? THE FUCK WAS THAT SHIT!?
 

Cronky

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May 24, 2010
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QTE were a huge craze for me when I first learned about them. Die Hard Arcade began the landslide of what would become an overdone QTE-festival.

Through the years I come to understand what people say when they go, "I keep staring at the input part of the screen, thus missing the cutscene", and generally find that to be an over-exaggeration, but I get where they're coming from. They set the scene up to be seen and they are making you focus on a certain part.

I don't think all developers that decide to put QTE are ignorant of this fact also. Those that put the inputs in the middle of the screen, for example, are trying to fix the problem that you focused on the wrong part of said screen. People then complain that it blocks all the action. Again, exaggeration, but I get where they are coming from. The momentary second in which you are supposed to press said button (aside from repeated Mashing style QTE) does block it for that second.

I almost wonder if it would be beneficial if with 3D cutscenes they could put the inputs in 3D space. Imagine that you are fighting someone hand to hand and instead of a button input being in the center of the screen, or at the bottom, but on the person you are fighting. A punch to the face shows up on the face. A punch to the ribs, shown on the ribs. Putting the inputs at the important parts of the cutscene instead of forcing the players attention elsewhere. It seems like Heavy Rain may have already done this, but I have yet to play that game (PS3 Broke :()

My biggest gripe with some QTE when they are implemented though is when the developer makes the buttons you input Random. Good QTE should explain their actions even if it's blocking it. Force Unleashed I believe did this well. When you character jumped, you pressed jump. It should be, and always be, an extension of the control format you have already learned through playing. QTE should explain themselves even if distracted by the input, else be left to some rudimentary task like God of War's finishers (Normal enemies) or Opening doors.
 

kotorfan04

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For me they are just a way to increase fake difficulty. They come up without warning in some cutscenes you go WTF and die, and then if the game is especially merciless it makes you do everything leading up to the QTE again. I like them in little puzzles though like disarming bombs.
 

Vrach

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Sirch.Cajnos said:
i honestly don't get it, and don't go quoting Yahtzee either i have an excellent memory and have seen every ZP, i want actual reasons explaining why QTEs deserve such hate. Personally i think that they give you some control over how awesome your character is like the QTEs from God of War or the Force Unleashed, they also give you more reason to pay attention in cutscenes, which i do anyway but that's beside the point
First off, they're a linear type of gameplay. A cutscene with QTEs (usually) isn't going to give you an option of doing several things, it's just leading you down one road where you have the option to press that button on time or die. To do that one action or die/try to do it again. Now, in some situations, that can be ok, where it's just win or lose, but in most aspects of gameplay, that's bad cause there are (or at least should be) a lot of ways to accomplishing one thing. To give you an analogy, it's like playing Pacman where there's just one corridor, it turns left and right and if you miss the turn you die, but it's still one corridor.

They're not proper gameplay imo (in 99% cases, there are places where you can use QTEs intelligently, Force Unleashed is not one of those places). They're the easy solution for a developer to force a player to do what the developer wants.

You know from Unskippable, think it's the cutscene from Devil May Cry... they say "man, that looks like fun, why don't we get to play/do that?".

That's just it - see, improving gameplay and controls with the target result being letting the player do something that looks awesome is a fantastic idea and what, imo, gameplay should be focusing on. QTEs are a quick, easy and most importantly uninventive solution to that, replacing gameplay with cutscenes using "press X to look awesome" to pass it off as a game, where instead you're just watching a movie that requires pressing a button every once in a while to keep it going otherwise it restarts.

What I hate about QTEs is that they take away the gameplay. Force Unleashed has you fighting whatever the hell way you want through hordes of enemies. Then you come to the boss, expecting to use those awesome skills and combos that you've practiced, but hey, it instead decides it's more awesome to force a cutscene on you every few seconds and ask you to press buttons in the order it wants. What, why? Why not just let me duke it out with the big monster whatever way I want to and/or give me those abilities you use on "press x now" so I can use them all the time or when certain conditions are met?

That's the problem with it, instead of sitting down and saying: "ok guys, we have a boss fight, we want it to look awesome, so lets see how we can 'lead' a player into doing something awesome (and give them a few ways to do it) with the gameplay we have", they instead go "ok guys, we got a boss fight, we want it to look awesome, so let's make it basically the same as all the trash fights, but add in cutscenes of the fight looking awesome and whenever something needs to be 'done' like a jump/lightsaber slash or something like that, just put a random button and say 'press button to do'". It takes away the control of your character and even worse when it's done intermittently, then it additionally breaks the flow of the game.

Now check out Prototype. See, that's the kind of gameplay that Force Unleashed should use. Instead of taking away the gameplay, Prototype gives you tons of options of what to do and you can go through the whole game getting just as much awesomeness in terms of different combat moves as Force Unleashed, except that instead of taking away your character, the character is all yours and all those moves you're doing - it's done by you, you choose what to do.

Now, ok, trashing aside, are QTEs entirely useless and awful whenever used? No, there are a few places where it can be used, but even there it should be used with discretion. What's (imo) a good way to use QTEs? See Mass Effect (2) conversations. Fuckin' A. Here's what's awesome about it and why it's ok to use QTEs:

1) Conversations are already 'cutscenes', places where the control of your character is taken away from you. You put gameplay aside and enter the "let's talk" mode.

2) They don't break the flow. First off, see 1. Second, ME2 does them intelligently, your character doesn't stop doing what they're already doing, the talking cutscene continues until/if you press the button and then cuts off appropriately if you decide to take the action. They also aren't twitchy, they give you time and are hard to miss, it's an obvious window of opportunity, so you're not just going to keep loading to a previous save if you miss it.

3) Notice the if in point 2 - they're optional. Further avoiding that awful quality of breaking the flow. You missed or just didn't want to catch the QTE? No problem, game goes on, not the end of the world, it's your choice.

4) They add to the gameplay instead of subtracting from it. Conversations are already usually relatively narrow corridors. ME (again, 2, didn't play 1 so dunno if it works the same) adds spice to the conversation, giving you an option to insert a bit of extra 'customization' in terms of the way you handle the conversation, rather than taking away your combat to just film it instead.
 

trech125

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Mar 30, 2010
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i dont mind them there ok in for example mercs 2, darksiders,force unleshed but can also be a bit of a pain in the ass especially when ive put the controler down during a cutscene like if i have sweaty hands or having a drink or an oreo or something...
 

Ertol

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Jul 8, 2010
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I don't like them because I think of cutscenes as a time for me to sit back, relax, and learn more about the characters and story, not a time to concentrate on one area of the screen and try and hit the buttons at the right time. Most of the God of War ones were finishing moves, which aren't bad, but it does get old after ripping out an Ogre's eye for the 50th time in one level.
 

TheYellowCellPhone

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Sep 26, 2009
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Because Yahtzee said they were bad.

Other than that, how it can suprise you. Losing it because you were relaxing and not antisipating it, or anticipating it but it never comes, making you miss the cutscene.
 

EightGaugeHippo

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Apr 6, 2010
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Some QTE are alright, but personally I would rather do it all myself in game rather than rely on a single button in a cut scene.

-The ones that are in game (like finishing moves) are fine.
-But if they are in the middle of a long cut scene that starts from the beginning every time you miss one!. They! they are bad.
 

migo

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Jun 27, 2010
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Traumaward313 said:
I agree with OP. I generally feel like they allow the character to move and do things in ways that just cant be made to do by us. Although the random insta-death ones that pop up for no reason and dont really make the character do anything are annoying.

Apart from that i'd say there is alot of bandwagon jumping going on and as OP said, don't go quoting Yahtzee for lack of free thought.
Batman Arkham Asylum does it much better. You're just pressing a single button to attack but you still do awesome stuff. Context sensitive actions that you can freely do or not do serve the same purpose as QTEs if they're remotely good without the suck. If the QTE is just to get through a scripted event, game devs should just admit it's a cut scene and leave it at that.
 

Sirch.Cajnos

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Oct 27, 2009
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Vrach said:
Sirch.Cajnos said:
i honestly don't get it, and don't go quoting Yahtzee either i have an excellent memory and have seen every ZP, i want actual reasons explaining why QTEs deserve such hate. Personally i think that they give you some control over how awesome your character is like the QTEs from God of War or the Force Unleashed, they also give you more reason to pay attention in cutscenes, which i do anyway but that's beside the point
First off, they're a linear type of gameplay. A cutscene with QTEs (usually) isn't going to give you an option of doing several things, it's just leading you down one road where you have the option to press that button on time or die. To do that one action or die/try to do it again. Now, in some situations, that can be ok, where it's just win or lose, but in most aspects of gameplay, that's bad cause there are (or at least should be) a lot of ways to accomplishing one thing. To give you an analogy, it's like playing Pacman where there's just one corridor, it turns left and right and if you miss the turn you die, but it's still one corridor.

They're not proper gameplay imo (in 99% cases, there are places where you can use QTEs intelligently, Force Unleashed is not one of those places). They're the easy solution for a developer to force a player to do what the developer wants.

You know from Unskippable, think it's the cutscene from Devil May Cry... they say "man, that looks like fun, why don't we get to play/do that?".

That's just it - see, improving gameplay and controls with the target result being letting the player do something that looks awesome is a fantastic idea and what, imo, gameplay should be focusing on. QTEs are a quick, easy and most importantly uninventive solution to that, replacing gameplay with cutscenes using "press X to look awesome" to pass it off as a game, where instead you're just watching a movie that requires pressing a button every once in a while to keep it going otherwise it restarts.

What I hate about QTEs is that they take away the gameplay. Force Unleashed has you fighting whatever the hell way you want through hordes of enemies. Then you come to the boss, expecting to use those awesome skills and combos that you've practiced, but hey, it instead decides it's more awesome to force a cutscene on you every few seconds and ask you to press buttons in the order it wants. What, why? Why not just let me duke it out with the big monster whatever way I want to and/or give me those abilities you use on "press x now" so I can use them all the time or when certain conditions are met?

That's the problem with it, instead of sitting down and saying: "ok guys, we have a boss fight, we want it to look awesome, so lets see how we can 'lead' a player into doing something awesome (and give them a few ways to do it) with the gameplay we have", they instead go "ok guys, we got a boss fight, we want it to look awesome, so let's make it basically the same as all the trash fights, but add in cutscenes of the fight looking awesome and whenever something needs to be 'done' like a jump/lightsaber slash or something like that, just put a random button and say 'press button to do'". It takes away the control of your character and even worse when it's done intermittently, then it additionally breaks the flow of the game.

Now check out Prototype. See, that's the kind of gameplay that Force Unleashed should use. Instead of taking away the gameplay, Prototype gives you tons of options of what to do and you can go through the whole game getting just as much awesomeness in terms of different combat moves as Force Unleashed, except that instead of taking away your character, the character is all yours and all those moves you're doing - it's done by you, you choose what to do.

Now, ok, trashing aside, are QTEs entirely useless and awful whenever used? No, there are a few places where it can be used, but even there it should be used with discretion. What's (imo) a good way to use QTEs? See Mass Effect (2) conversations. Fuckin' A. Here's what's awesome about it and why it's ok to use QTEs:

1) Conversations are already 'cutscenes', places where the control of your character is taken away from you. You put gameplay aside and enter the "let's talk" mode.

2) They don't break the flow. First off, see 1. Second, ME2 does them intelligently, your character doesn't stop doing what they're already doing, the talking cutscene continues until/if you press the button and then cuts off appropriately if you decide to take the action. They also aren't twitchy, they give you time and are hard to miss, it's an obvious window of opportunity, so you're not just going to keep loading to a previous save if you miss it.

3) Notice the if in point 2 - they're optional. Further avoiding that awful quality of breaking the flow. You missed or just didn't want to catch the QTE? No problem, game goes on, not the end of the world, it's your choice.

4) They add to the gameplay instead of subtracting from it. Conversations are already usually relatively narrow corridors. ME (again, 2, didn't play 1 so dunno if it works the same) adds spice to the conversation, giving you an option to insert a bit of extra 'customization' in terms of the way you handle the conversation, rather than taking away your combat to just film it instead.
that was quite a speech. however i am wondering how you expect developers to show that the characters are capable of something more than doing the same comboes and powers 5000000000000000 times (which in oh say the force unleashed is entirely possible) without QTEs?