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 ;)
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!
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!
YES! It would be so fucking easy to do this!

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