Quantcast
Community Discussion: Blog by S Pastic | Re-thinking the 'Quick-Time Event'Destructoid
LIGHTS:  ON | OFF
surf dtoid with arrow keys

HOT GAMES
REVIEWS VIDEOS COMMUNITY FORUM SHOP

pc PS4 PS3 NEXT XBOX XBOX 360 WII U 3DS PS vita ANDROID APPLE

REMOVE ALL ADS?
Guaranteed contest entry?
A new video show?
Something else?

Vote in our membership poll

About

STEPHEN PASTIC

Son of a travelling ice cream salesman
Black belt in origami
Ph.D in convoluted backstories

Player Profile
Follow me:
S Pastic's sites
Badges
Following (3)  




Over the last few years, quick time events (QTE's) have become one of the most prolific tropes in modern gameplay. Allowing developers to show off their cinematic flair without having to implement ordinary gameplay to account for the awesomesauce on-screen action, QTE's as a whole have been something of a polarising element among gamers. For the uninformed, a QTE is basically a (often visually impressive) cutscene with very limited interactivity - essentially prompting the player to press a certain button or buttons within a short time frame to avoid an in-game fail state. Given how ubiquitous the QTE has become in modern game development, i feel that rather than throwing the concept out the window entirely (as many gamers would suggest), perhaps we should simply re-think it's form and implementation.



In considering the viewpoint of QTE haters, it isn't all that hard to understand their aversion to such a gameplay mechanic. Like them or not, i think that its a fair comparison to draw in saying that getting through a QTE is akin to simply pressing the "next chapter" button on a DVD remote. Either the player succeeds and continues with the game, or the player fails and ends up having to re-do various lengths of gameplay to get back to the same point they started the QTE from. Furthermore, QTE's often assign seemingly arbitrary controller inputs to succeed - for example, if the onscreen character dodges to the right (if inputted correctly), the onscreen prompt will frequently be asking the player to press a button which is not associated with that action in regular gameplay. On top of this, QTE's have a recurring habit of showing the player either a center screen button prompt or even a picture of a controller pop up at the relevant time - whilst this serves to illustrate to the player what is required to pass the little 'reflex test', it often tends to put a metaphorical bullet in the face of the player's immersion at that point in time. To take Uncharted 1 as an example, shaking the controller to get an enemy of Nathan Drake's back may be very well and good, but when the developer combines that with a big onscreen PS3 controller the player is suddenly actively reminded that they are playing a videogame - completely ripping the player out of the game experience.



Whilst i may be speaking the obvious here, (even though i am yet to see this idea implemented, or even discussed) i believe i have a solution which at least goes part of the way to solving many of the inherent QTE problems. Firstly, the game needs to communicate to the player from the outset when a QTE is active without an onscreen button/controller prompt. Whether this be an audio or visual cue, a shift into slow motion during a scene or any combination thereof, a game could establish this and communicate it to the player in the tutorial stages. From this point, all that would be required is to inform the player of some limited options within such a situation - say, you can either move the control stick to attempt a dodge maneuver, hit the jump button to leap away/towards, hit attack to attempt a mega head whack or perhaps hold block to attempt to deflect a potential incoming attack. With this in mind, developers could do away with the onscreen prompts and the arbitrary button presses while still keeping the player directly engaged throughout a QTE without actively ripping them outside of the 'normal' gameplay commands. Developers could then take into account all of the potential inputs allowed for such a situation, and craft something that resembles the standard gameplay scenario far more than that to which we have become accustomed to.

A slight alteration to the formula, i know - but i feel that if QTE's could be implemented in a method such as this, then perhaps it would go some way to bridging the gap between the often mega disconnected segments of gameplay we currently accept as standard. It may not please everyone, but i assume most gamers would be in favour of gameplay systems which are a little more consistent with respect to the QTE - if developers wish to show something mindblowing, i think it would be wise to move in a direction that is congruent with the player feeling as though they are controlling the action as opposed to simply inputting a glorified code to witness the remainder of the scene.

-S.Pastic
Photo Photo Photo



Is this blog awesome? Vote it up!




Those who have come:



Did you know? You can now get daily or weekly email notifications when humans reply to your comments.

Legacy Comments (will be imported soon)


So, basically Dragon's Lair? :D

But yeah, I totally understand where you're coming from - although I don't believe neither the on-screen prompts, nor the commands that deviate from the rest of the gameplay are the main issue with QTEs. (although, I agree with you that it should always be the same as in the rest of the game)

No, the biggest problem with QTEs, I think, is what you described here :
"Either the player succeeds and continues with the game, or the player fails and ends up having to re-do various lengths of gameplay to get back to the same point they started the QTE from"

That! that really pisses me off. It's frustrating to have to redo things and to have to rewatch long sequences multiple times just to be able to continue the story. It's one of the main reasons why I still believe Shenmue had the best QTEs, because in most of them - not all, however :( -, you could miss some commands and still continue (for exemple you could trip during a chase-scene, but you wouldn't fail just for that).

But nice read nonetheless ;)
I really hate QTE's... they often feel "tacked on" to a game and yeah... the total loss of immersion.

I would be happy to see them fade away entirely instead of being reworked and saved. Nice ideas on how they could be reworked... but sometimes it's better for a concept to DIE... DIE, DIE, DIE a thousand times.... just DIE!
"the game needs to communicate to the player from the outset when a QTE is active without an onscreen button/controller prompt. Whether this be an audio or visual cue, a shift into slow motion during a scene or any combination thereof, a game could establish this and communicate it to the player in the tutorial stages"

YES! It would be so fucking easy to do this!
Games like RE5 wanted to NOT communicate this as to artificially add tension to scenes by making you worry about what's coming next on top of the content of the video. I hate that philosophy.

Back to Top
DLC   |   BEST Games of 2012   |   Best PC Games   |   Best PS3 Games   |   Best Xbox 360 Games   |   Best Wii U Games   |   Best 3DS Games




All content is yours to recycle through our Creative Commons License permitting non-commercial sharing requiring attribution. Our communities are obsessed with videoGames, movies, anime, and toys.

Living the dream since March 16, 2006

Advertising on destructoid is available: Please contact them to learn more