Nice turn of phrase and so very true.
IMG]http://i54.photobucket.com/albums/g108/MrMxyzptlk123/motivator735071.jpg[/IMG]
Well, I did in the god of war games. I felt really motivated to get it right; even though in GoW there weren't many consequences for failing it (just do it again) I still felt the need to do it perfectly.
QTE is here to stay, just like the the health regen system that every fps out there has now.
I think people are starting to realize that the true culprit here is long, non-interactive segments in games used to further the plot, instead of pushing it along within the game play itself (aka, Bioshock or Half Life).
And, if you want a great example of truly excessive QTEs, I give you The Bourne Conspiracy.
Kidding.
I guess after reading your write up I can see YOUR point of view, but its not mine. I like most QTEs. Like in the last couple Tomb Raider games, Resident Evil 4, God of War 1 and 2, Star Wars Force Unleashed.. cool stuff meTinks.
The QTEs in The Force Unleashed don't help the game much, it's more of a distraction for me because I'm watching for my next button press instead of watching how badass Starkiller is.
Every single time you jack a tank or helicopter in Mercs 2 requires a QTE, and it gets old, fast.
Secondly, QTE's are just overused now. Certain games really did them right, namely Shenmue and Dynamite Cop, but there are a lot of games that simply don't need them. They're okay if they don't detract from game play, but QTE's are difficult to implement in really action-packed games without making them feel boring in comparison to the normal action.
Farenheit (Indigo Prophecy) was a great game as far as character interaction went, but the QTE battles were horrible.
I remember trying to foist the pad off to my friends so I could just watch the QTE scenes without having to actually do them. Not only were they repetitive and boring, they actually force you to concentrate on the flashing icons rather than what is actually going on in the scene.
Honestly, I wouldn't mind QTEs as much if they were more intuitive and less random buttons flashing up on the screen. Like if a QTE requires me to jump, instead of showing a button on-screen, have some kind of more subtle indicator that I should be jumping.
I mentioned how Indigo Prophecy did it right because the QTEs were strongly integrated into its gameplay, each movement having a real connection to actions on screen. There were still issues, mainly with the prompts distracting from the scenes, and of course those terrible fights at the end, but the QTEs were solid and didn't end in failure if you missed (for the most part).
In fact I'm quite excited about Heavy Rain, which according to the trailers is raining QTEs. That might normally be a terrible thing, but if you notice the button cues are unobtrusive, largely visible without you needing to watch just a single sector of the screen. The prompts pop up right where you should be looking to connect to the action, and the scenes' flow naturally, be it hit or miss. If anything, from what it looks like Heavy Rain may well be the most refined use of the QTE yet. And if they can make it work, I'll be a less sad panda.
rarely heard a truer description of QTE's :-)
brilliant article!
The worst I can remember was Conan for PS3. Their is literally no pause or indication that a QTE is about to happen during a boss fight at the end of the game. You'll be frantically bashing combos trying to kill this boss and then out of no where the QTE happens and you almost instantly fail because you were in the middle of a fucking combo attack to kill him. I was absolutely shocked by how awful it was. Didn't anyone play test this shit?

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