what are your thoughts on QTE in vidya gaymes?

 
Naru
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The Rage....
i think theyre neat to have, but i wish they were more of a challenge than the ones most games have. like heavy rain did it right with needing to shake the controller and hold buttons while doing something. but games, usually fps, would just have you press a button repeatedly until you win. if developers made their qte events more challenging and worth the thumbstick wiggling, then id enjoy the game more and be immersed a bit.

inb4pressftopayrespects


 
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You either die a hero or live long enough to become Mythic..
It's press X to pay respects you twat


Ásgeirr | Mythic Inconceivable!
 
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The angel agreed to trade a set of white wings for the head of another demon. Overjoyed, the demon killed one of his own and plucked the head right off its still-warm body.

The angel then led the demon to heaven, where he underwent centuries of the cruelest tortures imaginable. Finally, the pain was so great that he lost consciousness - at which point his dark wings turned the promised shade of white.
Im not a fan but i dont mind


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hey
It's press X to pay respects you twat
F


 
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True Turquoise
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fuck you
ITS A BAD GAME IF QTES ARE IN IT!!!!!!!!!!!!!!!!!!!!!1111111111111111111111111111111111111111111111111 11111111



I like them, when they're done right


Mattie G Indahouse | Mythic Inconceivable!
 
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Did he say glass of juice or gas the Jews?
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If they are done right they are fun like the ones in Vanquish. Instead of them being push this button to dodge this one mine like in MW2. They are used to do a series of attacks like the one where you're jumping on missiles and you bring one down on the robot that launched them at you.


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Feet first into fun!
I'm not a fan of them. They always seem out of place and make the scene feel like it's dragging on longer than it should. I prefer watching a non-interactive cutscene oven an interactive one.


 
Verbatim
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Cancer. Pure, unmitigated cancer. Like, when it comes to bad game design, quick-time events are probably in my top five least favorite gaming conventions of all time. They're that bad.


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less would be nice


Epsira | Legendary Invincible!
 
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When used in lieu of gameplay it strikes me as lazy design.
The only thing I imagine it being good for is intense, cinematic sequences... But even then you can use gameplay if you have enough ingenuity as a designer.

Can someone forward an example of a good QTE?


 
Naru
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The Rage....
Cancer. Pure, unmitigated cancer. Like, when it comes to bad game design, quick-time events are probably in my top five least favorite gaming conventions of all time. They're that bad.
what if they were done right? like in heavy rain?


 
Verbatim
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Cancer. Pure, unmitigated cancer. Like, when it comes to bad game design, quick-time events are probably in my top five least favorite gaming conventions of all time. They're that bad.
what if they were done right? like in heavy rain?
I'll have to look up how it was implemented.


 
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fuck you
Cancer. Pure, unmitigated cancer. Like, when it comes to bad game design, quick-time events are probably in my top five least favorite gaming conventions of all time. They're that bad.
what if they were done right? like in heavy rain?
The entire game is based around it...

Its like.... does that even count?


 
Naru
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The Rage....
Cancer. Pure, unmitigated cancer. Like, when it comes to bad game design, quick-time events are probably in my top five least favorite gaming conventions of all time. They're that bad.
what if they were done right? like in heavy rain?
I'll have to look up how it was implemented.
its a game based on qte, shaking the controller, moving it around and the usual button pressing.


 
Naru
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The Rage....
Cancer. Pure, unmitigated cancer. Like, when it comes to bad game design, quick-time events are probably in my top five least favorite gaming conventions of all time. They're that bad.
what if they were done right? like in heavy rain?
The entire game is based around it...

Its like.... does that even count?
well, what im trying to say is, games should try to implement qte like how they're used in heavy rain. put some effort in how the player survives or do something.


 
DAS B00T x2
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This is not the greatest sig in the world, no. This is just a tribute.
Can someone forward an example of a good QTE?
TFU didn't do em bad, I think.
They were just ends to the boss fights in cool semi-interactive movie style kung fu shit.

kinda unsure if this counts, but maybe LoD's combat mechanics once you factor in counters from the enemy as well
YouTube

Definitely pre-dates the modern notion of a QTE by quite a bit though.


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It is lazy game design, if you look at Halo 4 and other games with "final bosses", western devs can't make final bosses for shit.


 
Hahahaha very funny Zonda
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RIP ENDIE
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Verbatim
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The only thing I know about Heavy Rain is this video (spoilers):

YouTube


 
challengerX
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Verbatim
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But yeah, uh, I can't say Heavy Rain looks like a very fun game to "play". Like... I don't understand why you'd want to have a game that's entirely just quick-time events.


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It's only bad if failing it just starts the cutscene over again. If failing it creates a divergent story, even just in the cutscene, then it's a meaningful element to the game.


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Verbatim
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It's only bad if failing it just starts the cutscene over again. If failing it creates a divergent story, even just in the cutscene, then it's a meaningful element to the game.
>playing game
>emotionally invested in the characters
>survive a whole bunch of ridiculously hard shit
>finally beat the level
>cutscene
>breathe a sigh of relief as you let your hands rest
>place your controller beside you
>enjoy cutscene
>an X appears
>the bad guy has returned with a gun pulled out on your favorite character
>quickly gasp as you fumble around, trying to pick back up your controller in time
>X disappears after 0.5 seconds
>your favorite character dies

yeah






no
Last Edit: October 22, 2015, 08:57:05 PM by Verbatim


 
Naru
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The Rage....
It's only bad if failing it just starts the cutscene over again. If failing it creates a divergent story, even just in the cutscene, then it's a meaningful element to the game.
>playing game
>emotionally invested in the characters
>survive a whole bunch of ridiculously hard shit
>finally beat the level
>cutscene
>breathe a sigh of relief as you let your hands rest
>place your controller beside you
>enjoy cutscene
>an X appears
>the bad guy has returned with a gun pulled out on your favorite character
>quickly gasp as you fumble around, trying to pick back up your controller in time
>X disappears after 0.5 seconds
>your favorite character dies

yeah






no
honestly this would be hilarious to do to people if i developed a game


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*lifts tail*
Then come here and take it
It's press X to pay respects you twat
If you're a peasant


 
Verbatim
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All right, I got it.

If you want to make an interactive movie, quick-time events are the best way of going about that.

If you want to make a game, though? No. Quick-time events have no place in games.


Epsira | Legendary Invincible!
 
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Can someone forward an example of a good QTE?
TFU didn't do em bad, I think.
They were just ends to the boss fights in cool semi-interactive movie style kung fu shit.

kinda unsure if this counts, but maybe LoD's combat mechanics once you factor in counters from the enemy as well
YouTube

Definitely pre-dates the modern notion of a QTE by quite a bit though.
That reminds me of something...
Kaim does it at 0:49
YouTube

I can see how it could be engaging for players if it's integrated seamlessly into the action and doesn't disrupt flow. I suppose I have a greater problem when the game stops so you can press one button before continuing to another cinematic/arbitrary screen to do a similar action. It just takes you out of the moment and makes you realize you're playing a game.


 
Jono
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Goodness gracious, great balls of lightning!
I like how the most recent Tomb Raider game did QTEs. The game didn't depend on those entirely when you were platforming or in combat.