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Defense Force: Quick Time Events photo

[The Defense Force is an article series that roots for the underdog, plays Devil's Advocate and otherwise defends the indefensible. If something's hated, and we deem that hatred unjust, you can guarantee the Defense Force will mobilize.]

Quick Time Events, otherwise known as QTEs, are the black sheep of the gameplay family. The mere utterance of their inclusion in a videogame elicits groans and gripes from gamers around the world. They have been accused of many things -- removing the sense of immersion, breaking the game's flow, or simply being lazy design. People don't like QTEs.

This sounds like a job for the Defense Force! Quick Time Events, while certainly bad in the wrong hands, definitely have a place in the world, and I fear that a few bad eggs have spoiled what can otherwise be an effective and worthwhile approach to interactive entertainment.

So, please join us as we explain why QTEs have a place in the videogame medium, and really aren't as bad as everybody says they are. Defense Force MOBILIZE!

The main issuewith QTEs, as I see it, is the knee-jerk reaction that they inspire in people. Despite the fact that a number of popular games have used them quite well, they suffer from a preceding reputation, and a stigma that has never scrubbed off thanks to some poorly implemented examples. It can take ten years to build a good reputation, but only ten seconds to build a bad one. This is very true in the case of Quick Time Events.

Let's look at some bad examples, first of all. QTEs are certainly not always good, and there are plenty of games that provide evidence of this. Resident Evil 4 and Resident Evil 5 are perfect examples, shoving QTEs into a number of cutscenes for no other reason than to ambush you. This is an incredibly tasteless use of the QTE, and one I've always found very cheap. Clumsily throwing time-sensitive button commands at you when you least expect it is a lazy way to develop a game, and the QTEs have always remained a grim stain on what was otherwise a pair of fine Capcom titles. 

Another good example of bad QTEs would be From Software's Ninja Blade. This game loved Quick Time Events so much that they were advertised on the back of the box. However, the game was almost a 60/40 split in favor of QTEs, as Ninja Blade effectively played itself while you merely pressed buttons. 

Quick Time Events are often used to show you animations that were too difficult to develop interactively, while still giving players a sense of control over what they were seeing. Ninja Blade failed so badly because the player was constantly forced to watch the button commands and not the animations. So, while the game itself was throwing beautiful visuals around, the player was too busy concentrating on his controller to notice. The game would have been better off simply using these sections as straight cutscenes so that the player could at least watch what was going on. 

So, how are QTEs done right? The trick is not to overdo them, let them flow naturally as part of the game, and create a plausible illusion that player is truly having an effect on the on-screen action. The best example one could provide is Quantic Dream's Indigo Prophecy. This macabre adventure game broke up the dialog and investigative gameplay with a number of QTE segments that were brilliantly devised and worked very well. There are a number of things Indigo Prophecy did well with regards to Quick Time Events:

  1. They adequately prepared you: QTEs were preceded by a countdown and a warning to get ready. The game didn't ambush you or try and score a quick, cheap victory over your character. 
  2. The control input felt contextual: One of the biggest strengths of Indigo's QTEs was that the button and analog stick commands were contextual. For example, during many of the acrobatic sections, you would move the sticks in certain directions. The directions corresponded to the on-screen action. For physically strenuous activities, the game would force you to press the shoulder buttons rapidly, one after the after. This would cause a physical strain on the player, and you actually felt as tired as the characters would.
  3. There was room for error: Unlike QTE segments in other games, where failure of one command means death, Indigo Prophecy gave you "lives," which would allow you to mess up a few times. Even better, screwing up would change the way the QTE played out. So, if you fail a jump, the character will stumble and suffer on-screen consequences. Something as simple as a stumble creates an immeasurably improved sense of interactivity.
  4. The QTEs never upstaged the animation: Unlike with Ninja Blade, the QTEs of Indigo Prophecy were implemented in a way that allowed you to still observe the action. The stick movement commands were placed center-screen and were translucent, allowing you to see everything behind them. There was also a slight delay between commands and animations, allowing you to see the fruits of your labors.

Indigo Prophecy's QTEs were, simply put, expertly crafted and they remain proof that the gameplay mechanic is a very valid one that can be just as thrilling as any other interface. Many of Indigo's button-press sequences left me feeling exhilarated and like I had accomplished something awesome. The QTEs were tense, action packed, and paced perfectly. I wouldn't have had that game pan out any other way.

Another good use of QTEs is a game like God of War. Of course, God of War helped popularize QTEs, so the game can certainly be forgiven for using them. Even so, they were used sparingly and sensibly, which is key to a successful Quick Time Event. It made sense to hammer a button when Kratos was pushing a heavy object, and the twisting of analog sticks worked very well when he was yanking a Gorgon's head off. Not all the commands were contextual -- many of the finishers revolved around hitting arbitrary face buttons -- but the sequences were not overused and, since there was so much action in the rest of the game, these QTEs merely added to the game, rather than take away from them. 

The flow of the QTEs in God of War also worked quite well. You chose to initiate them yourself when performing finishers, rather than be attacked by them when the game decided you MUST press these buttons at the right time in the right place. Immersion wasn't broken, and these segments were not so overbearing that they felt like they were negatively impacting the game.

Of course, God of War is helped by the fact that QTEs are used to make off-screen ladies orgasm in a sex minigame. That makes a case for the mechanic all on its own.

Sometimes, the only difference between a QTE and what some would call "normal" gameplay is the fact that there are on-screen button commands. Take, for example, Batman: Arkham Asylum. This game was praised for its combat system, and nobody once mentioned the Quick Time Events. Yes, the combat is full of them, but you never considered it because the game didn't say "Hit Triangle." Instead, while Batman is beating up bad guys, a little symbol appears above the heads of enemies about to attack. When the symbol is seen, players have to hit the Triangle button so that Batman will counter the attack. 

It is, for all intents and purposes, a QTE. It's just a QTE that's been dressed up to look more appealing and "game-like." 

You could extend the idea of the "disguised QTE" even further, in fact. Take your average 2D fighter, for example. A Street Fighter or a BlazBlue. You input a series of arbitrary button presses in order to make something happen. The only real difference is that instead of having the necessary buttons appear on-screen, you have to pause the game and look into the Commands Menu to find out how to pull off a certain move. You are doing the exact same thing as you do with a QTE -- you're pressing predetermined buttons in order to make preset animations appear on-screen. The only difference is the way it's presented to you. It's worth thinking about.

Yes, Quick Time Events aren't always good. In fact, they've been tarnished entirely by lazy games that make you button-mash every time you want to open a door. However, done right, they are just as valid a mechanic as any other and, really, there's not much difference between a QTE and any other instance where you're pressing buttons to make things happen. It's all about the presentation, more than anything else. 

Sure, hating on Quick Time Events is understandable, but just because there are bad examples of an idea, that doesn't make the idea itself inherently bad. There are games out there that demonstrate how QTEs can work, and work well, so it's not fair to instantly judge a game simply because it includes them. 

If you disagree with any of that, please hit triangle ... NOW!


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51 comments | showing # 1 to 50

Dexter345's Avatar - Comment posted on 09/18/2009 16:05
Dexter345
So now it's American-spelling "Defense Force"? I just assumed that it would be a C when you wrote one and an S when anybody else did.
momo's Avatar - Comment posted on 09/18/2009 16:08
momo
Interesting article. I'm not sure if I agree that you can extend the concept of QTE's all the way to the input events of a fighting game. For that to work a fighting game would need to force you to use certain moves during the course of the game.

I suppose you could argue that optimal play would lead towards highly desirable moves at any given point, but I think a core element of QTE's is that it's usually a required set of specific button presses at certain times.

Maybe that's another possible way to make QTE's be hated less: Have them lead to positive outcomes, but not have them be required to reach a success state.
Double J's Avatar - Comment posted on 09/18/2009 16:09
Double J
@Dexter345: Yeah that's American-spelling. That's how we do.

Thankfully I can appreciate QTE thanks to my first experience with it being Shenmue. They did it right, and it's that experience that helps me see the beauty in modern QTE today.
Magnalon's Avatar - Comment posted on 09/18/2009 16:09
Magnalon
I NEVER, ever hated QTEs until the ending of WET.

Seriously: worst EVER (and lazy) use of QTEs in a video game, bar-none.
Modern Robot's Avatar - Comment posted on 09/18/2009 16:10
Modern Robot
I see what you're saying. It's one of those game play mechanics that works well in the right hands. But what about the grandfather of QTE, Dragons Lair? The whole game was based around making sure you didn't mess up one command.

On other note, Heavy Rain looks like a winner in this area.
Kira Plaga's Avatar - Comment posted on 09/18/2009 16:11
Kira Plaga
I almost forgot Indigo Prophecy even had QTEs because of how well they were implemented. Great write up Jim, I'm not use to thinking about QTEs without hearing scoffs from everyone at their mention.
Rockvillian's Avatar - Comment posted on 09/18/2009 16:15
Rockvillian
Earth Defense Force?!!?!

Good article Jim.

You can also call the finisher moves in No More Heroes QTEs as well, and were great examples of staying in context and adding extra emotion to the battles. After a round of slicing with A over and over, the final blow combined with a strong arm movement in a certain direction produced some awesome moments.
Sentry's Avatar - Comment posted on 09/18/2009 16:20
Sentry
I think that likening QTEs to fighter commands is one hell of a stretch.

In-game controls for a fighter are consistent and established. Sure, superficially you may be "triggering" "animations", save for that "x" always equals "x" and "x after y" always equals "x after y". The context doesn't change based on the narrative's progression thus far.

If QTEs were a pool of selectable pre-rendered animations, learned by and available to the player, than I'd be readier to accept the comparison, but that's NOT what they are. They remove the contextual input that the player has been presented with thus far, for the sake of an animation or an emotion or whatever. Intuitive interaction becomes muddied.

Though I do agree with you that, when done properly, it can be very much worth it. Especially when the illusion of control remains intact.
Jon B's Avatar - Comment posted on 09/18/2009 16:22
Jon B
...but... I like QTEs....

Give a nice opportunity for the game to show what badass tricks it has up its sleeve.
Wry Guy's Avatar - Comment posted on 09/18/2009 16:22
Wry Guy
All I'm gonna say is Indigo Prophecy. Worst example of Quicktime Events I can possibly think of. Ever.
ace of knaves's Avatar - Comment posted on 09/18/2009 16:25
ace of knaves
I believe there's some upcoming game that has to do with this. Weighty Sleet? Dense Snow? Bah, I can't remember.
Draconianviper's Avatar - Comment posted on 09/18/2009 16:27
Draconianviper
Good read Jim. I feel that QTEs aren't as bad as people make them out to be but they can be horribly misplaced or overused at times. It's all about execution and proper use. Finding that balance is still a challenge for some companies.
Gr00v3r's Avatar - Comment posted on 09/18/2009 16:35
Gr00v3r
Don't forget RE4 and RE5. I do not like these.
Naim Master's Avatar - Comment posted on 09/18/2009 16:45
Naim Master
@magnalon
Can you tell me what happened?
Dexter345's Avatar - Comment posted on 09/18/2009 16:45
Dexter345
Also, I totally disagree with the sentiment that the QTEs in RE4 were bad. It is a survival horror game, and I found the knife battle with Krauser to be totally tense, because the player has to really pay attention, and any hesitation results in a delightfully brutal death. That they came out of nowhere was part of their design for what the developers wanted the players to feel, and I think they worked perfectly to that extent.
manasteel88's Avatar - Comment posted on 09/18/2009 16:53
manasteel88
@modern robot

I had to hit ctrl+F to see if anybody was going to talk about Dragon's Lair. Good thing I'm not the only one who read this article and thought it needed some love for Dirk Darling
Magnalon's Avatar - Comment posted on 09/18/2009 17:03
Magnalon
@Naim
Long story short, they build up these REALLY cool two henchmen, and the entire finale ends up being a QTE. The fights would have been really cool otherwise, but I think they got lazy.
Shadowiii's Avatar - Comment posted on 09/18/2009 17:12
Shadowiii
Duels in the Call of Juarez: Bound in Blood. They really aren't more then glorified quicktime events (move left stick at a given time to line up the other person, move the right stick to keep your hand close to your gun, grab it and mash A at the right time when the bell rings), but the fact they are skinned so well and you can hardly even tell they are really QTEs really make them stand out.
And yes, I really like that game, screw the review. One of the funnest shooters I've played in years.
Quoth's Avatar - Comment posted on 09/18/2009 17:12
Quoth
One nice article.

The SF4 comparison is indeed a bit too far fetched. After all, the player can actually decide when to pull off one of those moves. The fact that the game forces you to push buttons in a predetermined pace at a predetermined moment is imho a defining thing for QTEs to be QTEs.

Totally agree with the rest of it though.
undu's Avatar - Comment posted on 09/18/2009 17:15
undu
So all beat 'em up are QTE-based games? Impressive, same as sayong that having a counter-attack button means that allthe combat of a game is a hidden QTE.

For a moment I thought this was"QTEs are blatantly better than Natal" post
VGFreak1225's Avatar - Comment posted on 09/18/2009 17:16
VGFreak1225
I agree with Dexter about RE4. The game was horror, and thus the designers wanted players to play attention. It was pushing it, but it still felt like it was within the games boundarys. Same goes for Umbrella Chronicles, though in that game, you were supposed to have quick reflexes during the main gameplay anyway.
Rabite's Avatar - Comment posted on 09/18/2009 17:17
Rabite
God of War was the death blow for QTE for me. Then I had the misfortune of playing Spider-man 3 on 360. Both games were horrendous to me.
Mushman's Avatar - Comment posted on 09/18/2009 18:04
Mushman
Never did mind OTE's, in fact in the GoW games, they were welcome additions, I did garner satisfaction from plunging both swords into a troll's eye.

I never had a problem with timing as well, I like the fact that QTE's force you to pay attention during cut scenes, like with heavenly sword, makes you receptive to the story and what's going on.
TheBigFeel's Avatar - Comment posted on 09/18/2009 18:11
TheBigFeel
I'm also with Dex on the resident evil QTE's being good. I think it's only because the failure rewarded you with a "HOLY FUCK THAT JUST HAPPENED WHERE'S MY HEAD!?" moment, so you didn't mind going again. I purposely failed them all the first time through :) I still wish they'd taken a page from Force Unleashed and not gone to the beginning of the cinematic if you'd failed (only good thing in that game outside the demo)

And I think the difference between fighting game commands and bad QTE's is that QTE's don't really provide choice, whereas fighting games have multiple options. Bad qte's kind of feel like watching a movie on a computer that has a screensaver turn on every 10 minutes, except if you forget to move the mouse, the movie starts over from the beginning.
de BLOO's Avatar - Comment posted on 09/18/2009 18:22
de BLOO
related fighting games to QTEs is fucking retarded.

And what Dexter said.

Everything else is very convincing....hmmm...I'll give Dante Inferno my last chance to enjoy games with heavy use of QTEs.
Super Drybones's Avatar - Comment posted on 09/18/2009 18:22
Super Drybones
Trian....SHIT CIRCLE!!!
de BLOO's Avatar - Comment posted on 09/18/2009 18:23
de BLOO
*And what Dexter said was great.
Karma-Suture's Avatar - Comment posted on 09/18/2009 18:37
Karma-Suture
"...the player was constantly forced to watch the button commands and not the animations. So, while the game itself was throwing beautiful visuals around, the player was too busy concentrating on his controller to notice. The game would have been better off simply using these sections as straight cutscenes so that the player could at least watch what was going on."

This is, and continues to be, my issue with all QTE's. Injecting response indicators into standard gameplay ala Arkham Asylum - indicators that, while useful, still allow you the option to respond or not without affecting your ability to progress - is the closest thing to a reasonable counterpoint that you have, and, IMO, it's the only way to do it.

Maybe offer the option for people to turn on button prompts in a menu somewhere for accessibility's sake, but otherwise, implement them a little more subtly, so that I might feel like I'm at least succeeding at remembering which button I should press when "that" happens.

Anything else is just "play-by-numbers".
king zetta's Avatar - Comment posted on 09/18/2009 18:50
king zetta
I like QTEs and think anyone that does not is a pompous ass
Edge2k10's Avatar - Comment posted on 09/18/2009 19:13
Edge2k10
I love QTE's. First time I ever experienced them was Shenmue, and I was always pleased to do them when they popped up. Indigo Prophecy has probably been the best game to utilize them though. It actually was quite thrilling to play through these moments in that game.
robotbebop's Avatar - Comment posted on 09/18/2009 19:56
robotbebop
By the end of the article you basically relegate all button presses to QTEs... is this humor or am I dumb?

That's a serious question. The article made a good point until the last few paragraphs.
RBinator's Avatar - Comment posted on 09/18/2009 19:59
RBinator
QTEs are still an issue for me since the games I played (mostly the ones that have done QTEs poorly) I found these annoying for the reasons outlined, especially when it's a quick and cheap way for you to get a game over.

Otherwise, I'm not able to agree with the rest, especially the comparison to Arkham Asylum and fighting games. In Arkham Asylum, you can still control Batman normally when someone is about to hit you instead of locking out all other controls and only allowing you to hit the counter button or taking a punch to the face. At least you know that triangle will always be the counter button and not something random every time, where QTEs commonly have inputs that don't relate to what you normally do during game play. In fighting games, there tend to be many ways to attack at once and messing up the input only means the move won't come out properly and whatever punishment the person you're fighting decides to dish out.

@king zetta: k...
shinigamiDude's Avatar - Comment posted on 09/18/2009 21:26
shinigamiDude
I love QTE except that I always mixed up X on ps2 and xbox360 when playing Naruto games with my friends.
Electrium's Avatar - Comment posted on 09/19/2009 01:07
Electrium
I think QTEs are used best when you aren't told what to do. There's really no challenge or fun in following onscreen instructions: "PUSH THIS BUTTON NOW OKAY SO YOU CAN SEE SOMETHING COOL AND CONTINUE THE GAME".

My best example for the solution to that type of gameplay is from Ocarina of Time. Remember when the re-deads jumped on your back and hugged you to death while making that creepy moaning noise? It scared the hell out of me the first time I played it. It still does. Typical control is taken from you, but you know you have to figure something out to keep yourself alive - THAT is exciting.

Madworld's QTE's usually weren't too bad either. Since you got to actually do the motions Jack was doing onscreen, you felt more involved. So once motion controls hit PS3/360 next year, maybe we'll see some improvement in this area.
Klarden's Avatar - Comment posted on 09/19/2009 06:07
Klarden
I really liked the way qte was implemented in TR: Anniversary - emphasis on input at the right time, than button mashing, and usually the direction you push in the qte is a direction Lara does some action.
Though in TR: Underworld they made a more interesting thing - a simple slow-mo when something dangerous happens.
Klarden's Avatar - Comment posted on 09/19/2009 06:40
Klarden
sorry for the doublepost, but i just thought of how would the perfect qte be for me. What i really don't like about qte as they usually are is that they are just sets of two animations sets - you do qte right, a good animations set plays, you fail at qte - bad animations set plays. There is usually no in-between. I think, that though it will be harder to make and will not allow to make animations as good as they may be made with the current way of qte, but the better way to do it is not to deal with it as with simply an interactive cutscene with two outcomes, but let it work with the in-game rules.
For example: you are some highly acrobatic guy with a sixth sense. Behind you is a guy with a gun and in front of you is a window you must jump out of. You run to the window, jump and at the same time the guy shoots. Your character knows, that the bullet will hit his leg so he must dodge it. The standard qte will play out like this: the button prompt appears to dodge the bullet, you press it right and the next animation plays as the character dodges the bullet and runs. And if you fail another animation plays where the bullet hits his leg and he plummets to death or something like that. That does allow dev's to make two animations sets with better than in-game animation, but leaves you with only two outcomes. What i would like to see is: when the button prompt to dodge the bullet appears the bullet is already being fired and flies all the way to your characters leg in real time, while "dodging bullet" animation starts playing out as soon as you press the button. So in this case we can have several outcomes depending on how fast you've pressed the prompted button. That would be much more interesting to play.
RTsharpshooter's Avatar - Comment posted on 09/19/2009 11:58
RTsharpshooter
A great and interesting article. I do agree that QTEs are good, when in good hands.

Though I disagree with the part of them being in Resident Evil 4. I thought that they added an extra sense of tension to the cutscenes, as if the game is telling you "the second you put down that contoller, I'm taking your f***ing head!".
Of course, in RE5 the events come up not very often, making you forget that they're there. Remember the boss in Chapter 5-1? Half the times I've played that level I forgot theres a QTE when he appears, and die because of it (garnering groans from my partner if I'm playing online).
X-angwin8r's Avatar - Comment posted on 09/19/2009 12:33
X-angwin8r
QTE's have gotten a bad rap in recent years. While many games do use them too much or in a way that detracts from the game, the fact is that any mechanic can be used incorrectly, not just QTE's. That said, it may be time for QTE's to evolve. I posted something like this earlier in a Rev's Rant. One direction future QTE's could go is branching. Instead of only one button to either succeed or fail, you could have two or more choices, each corresponding to a different action. I think the upcoming Heavy Rain takes this approach, but it could be implemented into action games too.
Hoss's Avatar - Comment posted on 09/19/2009 17:58
Hoss
i always loved the god of war qte's because sure they were mostly optional but if you did them successfully you were treated to a satisfying visceral finish

great point about arkham asylum
The Amazing Shenazin's Avatar - Comment posted on 09/20/2009 09:12
The Amazing Shenazin
yeah, I don't get the all irrational hate for QTEs either (I'm looking at you Zero Punctuation)
MarlinClock's Avatar - Comment posted on 09/20/2009 14:51
MarlinClock
I just wish God of War style continuous press QTEs would be more forgiving, I had to play it on the easiest setting just because I couldn't press fast enough to kill the hydra.
hawseow's Avatar - Comment posted on 09/24/2009 17:53
hawseow
God Hand circle-button QTEs FTW! I love it when Gene's pummeling speed is determined by the button mashing speed; it's something that RE5 didn't have.

P.S. I really would like Capcom to remake God Hand using the RE5 engine. Or at least put Gene and all his powers in RE5.
FatherChesz's Avatar - Comment posted on 10/02/2009 11:44
FatherChesz
Umbrella Chronicles pissed me off to no end for its ruthless QTE's. Playing in coop is tons of fun, but when you have to repeat HALF A GODDAMN LEVEL because

A)The Wiimote/Nunchuk doesn't give a fuck about you swinging it.
B)You pushed B by accident grasping for the A button.
C)You accidently read your friend's prompt.

I've never been able to finish the game, due entirely to the stupid QTE's. At no point in time should the outcome of a game be based on random waggle-based QTE. EVER.
christmassms's Avatar - Comment posted on 11/17/2009 17:44
christmassms
Defense Force is a good action game and I simply love to play these kind of games. So thanks for sharing. Tom Ford Eyeglasses
JamesPaul's Avatar - Comment posted on 01/06/2010 11:51
JamesPaul
God Hand circle-button QTEs FTW! I love it when Gene's pummeling speed is determined by the button mashing speed; it's something that RE5 didn't have.

<a href="http://www.olmafood.com/">Red Caviar</a>
JamesPaul's Avatar - Comment posted on 01/06/2010 11:54
JamesPaul
God Hand circle-button QTEs FTW! I love it when Gene's pummeling speed is determined by the button mashing speed; it's something that RE5 didn't have.

[url]<a href="http://www.olmafood.com/">Red Caviar</a>[url/]
christmassms's Avatar - Comment posted on 01/06/2010 19:42
christmassms
This review is great and I am happy to find it. James what you are trying to do???
bus lines New York
JamesPaul's Avatar - Comment posted on 01/06/2010 22:22
JamesPaul
I just wish God of War style continuous press QTEs would be more forgiving, I had to play it on the easiest setting just because I couldn't press fast enough to kill the hydra.
I don't get the all irrational hate for QTEs either (I'm looking at you Zero Punctuation)

<a href="http://www.webdesignnewyork.ws/">new york web design</a>
JamesPaul's Avatar - Comment posted on 01/07/2010 05:11
JamesPaul
I just wish God of War style continuous press QTEs would be more forgiving, I had to play it on the easiest setting just because I couldn't press fast enough to kill the hydra.
I don't get the all irrational hate for QTEs either (I'm looking at you Zero Punctuation)
new york web design
JamesPaul's Avatar - Comment posted on 01/07/2010 05:13
JamesPaul
God Hand circle-button QTEs FTW! I love it when Gene's pummeling speed is determined by the button mashing speed; it's something that RE5 didn't have.


Red Caviar
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Destructoid is an independently-run publication forged by our love of video games and the gaming community's need of accountable enthusiast press
living the dream since March 16, 2006