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[Editor's note: unangbangkay talks about how much he hates Quick Time Events for his Monthly Musing piece. -- CTZ]

Ever find yourself walking down the street, minding your own business, and suddenly see a bus barreling towards you? Certain doom! BUT WAIT, PRESS TRIANGLE NOW! DO IT! DIVE! DIVE! DIVE! HIT YOUR BURNERS PILO -- oops, not fast enough! You're dead! Hah!

Welcome to life with QTEs! As you may well know, the QTE is basically a Simon Says-esque minigame that pops up during pre-scripted in-game cutscenes. At its most basic level, the QTE is a random button cue that you MUST press to avoid instant and embarrassing death. More after the jump.

First birthed in Dragon's Lair (laser discs rule!), the QTE has plagued action gamers for more than two decades. Incidentally, Dragon's Lair was my first-ever experience of game frustration. Mutated versions of QTEs appeared in some non-action games, such as the timed "LIPS" dialog system of my favorite never-to-leave-Japan title Sakura Taisen, wherein response trees changed according to how long it took you to choose an option (not choosing counted as a "silence" response). Also, Sakura Taisen is great, you should learn Japanese, buy it, play it, and petition SEGA to bring it over while the PS2 still lives. Or the PC version, I don't care just do it.

A period of slumber followed as gamers enamored themselves with space-combat joystick waggling, early FPS games, menu-selecting jRPGs and real-time strategy. In 1999 the QTE reared its head once more, spicing up key action sequences in Dreamcast powerhouse title Shenmue and its sequel. It was that game which actually coined the acronym "QTE", for "Quick Timer Event". QTEs have gone on to taint many high-profile titles, such as God of War and Heavenly Sword.

The idea behind the QTE (Yu Suzuki would rather you pronounce it "cutie") is great! All the drama of an action movie with the dynamism of actual gameplay! WRONG. In execution the QTE merges all the passivity of a cutscene with the sudden, blinding pain of a sucker-punch.


Furthermore, the need to stay alert to hit the cues actually distracts from the brilliance of the cutscene itself. You're too busy prepping for the next press that you can't pay attention to whatever else is happening onscreen. It's lose-lose for both the player and the developer. The player is forced to submit to an inane non-feature, and the developer wastes time and effort on a cutscene that no one can appreciate One may as well have spent the money jazzing up a regular, non-interactive cutscene or, God forbid, on gameplay.

To make matters worse, sometimes QTEs are randomized, with each cue different with every repetition. Not only can we not memorize the cues and thus enjoy the drama, but a single slip of the thumb or accidental waggle means GAME-ENDING DEATH AND LOADING SCREENS. The Bourne Conspiracy, I'm scowling at you.

The sad fact is that QTEs are more often than not a crutch, a band-aid to cover up a bleeding wound of inadequate gameplay. Why would I have to watch (but not appreciate) this cutscene when I could be playing? We didn't cough up our moneys to see ourselves die over and over again because we don't have the reflexes of an Olympic Trap Shooter (or a tween).


Not only does the average QTE waste gameplay potential, but it regularly wastes its own potential. The QTE's greatest benefit is that it allows a game's design to transcend the mechanical prerequisites of an actual game. No matter the hardware, there will always be some need for drama that can't quite be mapped to the face buttons or keyboard commands. QTEs can provide that, but at the cost of pulling the player out of the game. With the right design, though, they don't have to.

A new dawn may well be coming. In these halcyon days of hardware finally being capable of living up to artistic vision, opportunities in the refinement of the QTE abound.

Just off the top of my head, a QTE's cues could alter the flow of the action according to missed or hit button presses. QTEs then become engaging multiple-choice, context-sensitive events, rather than annoying, invasive signs of laziness or mediocrity. Shenmue even managed it to a limited extent on the last-generation Dreamcast, think of what could happen on a current- or next-gen platform!

Combined with ways to seamlessly transition from scripted cutscene to actual gameplay (as in some points of Metal Gear Solid 4), and a QTE can complement the gameplay, rather than combat it.

We've seen some of the fun that can emerge from even a reasonably well-integrated QTE, as Indigo Prophecy (well, most of it) helps prove. Even today, that dreamed-of dynamism looks to be near, with Heavy Rain's claims of being "the first interactive movie".

So, developers, stop jamming QTEs into games like uninvited guests, and start treating as they should be regarded: as members of the family.

NOW PRESS CRTL+D TO BOOKMARK THIS ARTICLE DO IT DO IT DO IT DO I- oh, missed it? Now I'm a sad panda.


LAUNCH GALLERY (4 IMAGES)
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40 comments | showing # 1 to 40

nicojay's Avatar
nicojay at 09/13/2008 12:28
"all the passivity of a cutscene with the sudden, blinding pain of a sucker-punch
Nice turn of phrase and so very true.
Spitfire's Avatar
Spitfire at 09/13/2008 12:35
good write up. I totally agree with your hatred. QTEs are the bane of my gameplay. The only game I can think that it worked is Prince of Persia - the one with the "quick kills". Indigo Prophecy is the worst offender IMO. That whole scene where the ENTIRE apartment comes flying at you... book by book. Effing lame.
ryu89's Avatar
ryu89 at 09/13/2008 12:57
(Insert Shenmue joke about finding sailors here)
Mxyzptlk's Avatar
Mxyzptlk at 09/13/2008 15:01
@ Ryu89: No, I'm going to insert it here:

IMG]http://i54.photobucket.com/albums/g108/MrMxyzptlk123/motivator735071.jpg[/IMG]
Mxyzptlk's Avatar
Mxyzptlk at 09/13/2008 15:01
Okay, here:

DibbityDan's Avatar
DibbityDan at 09/13/2008 18:58
I like QTEs :(

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.
Harukai's Avatar
Harukai at 09/17/2008 17:07
Heavenly Sword QTE's . . . . . let's just say they didn't make you think better about the game
king3vbo's Avatar
king3vbo at 09/17/2008 17:10
Great article. I don't hate them as much as you do, and I think if they are done right they can be good.
JiR INC's Avatar
JiR INC at 09/17/2008 17:17
in the new star wars game also >.< it helps and it kills it..i can't decide...
Emrah's Avatar
Emrah at 09/17/2008 17:20
You can't have complex moves that look as good without scripting, and QTE's at least may provide some sort of interactivity.
T9X's Avatar
T9X at 09/17/2008 17:21
Excellent write up!I have always felt that these QTE's cheapen the overall game experience.
FooLiz's Avatar
FooLiz at 09/17/2008 17:26
wow you must have hated Fahrenheit
Corak's Avatar
Corak at 09/17/2008 17:32
Question I'd pose would you rather have them or not? Have the sequence play out with no interaction or have you be included in it. If they are in there people complain about the QTE, not in there they complain about it not being interactive. I for one don't think they are necessary as you said I'm waiting for the next button push to come up and not watching the epic goodness on the screen. I like how Metal Gear 4 did it with pushing a button to bring up a flashback during the cutscene. Personally I'd rather watch some cool ass sequence and have a "holy shit" moment than missing most of it waiting for my next button push.
Dexter345's Avatar
Dexter345 at 09/17/2008 17:37
I was actually going to name Indigo Prophecy/Fahrenheit as a game that did it wrong, because the entire goddamn game was QTEs (aside from the point-and-click adventure parts). But you say it did it right? How so?
Edarios's Avatar
Edarios at 09/17/2008 17:46
they can be bothersome during cut scenes, but i don't mind them at all if its to shake off a monster that just jumped on you, or to execute a generic grunt kneeling in front of you.

QTE is here to stay, just like the the health regen system that every fps out there has now.
Call of Cthulhu's Avatar
Call of Cthulhu at 09/17/2008 17:47
Just like with most things (save radiation exposure and bear attacks) QTEs were alright in moderation. The way I see it is that they are kind of a stop-gap, a band-aid to attempt to cover the gaping flesh wound that is boring long cinematics. Sure, it made things eventful, but they they became either too frequent, irrelevant, or just unreasonable when the came out of nowhere.

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.
HikariOblivion's Avatar
HikariOblivion at 09/17/2008 17:49
Yakuza 2 does it pretty well - if you hit it, you have an advantage in damage/special moves/health/weapons/combat, if not, no problem. Not to mention, it almost always just occurs in the heat of battle anyways.
Jakysan's Avatar
Jakysan at 09/17/2008 18:02
I like them. I hated your article. I shouldn't have read it.

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.
grafkhun's Avatar
grafkhun at 09/17/2008 18:05
high five unangbangkay! I to feel that QTE's have potential in gaming, but aren't being executed correctly.
Vitamin Awesome's Avatar
Vitamin Awesome at 09/17/2008 18:08
I have to agree with you.


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.
Mista Smegheneghan's Avatar
Mista Smegheneghan at 09/17/2008 18:15
it made Resi Evil 4 a bit too easy. for starters, i could beat it.
SourGr8pes's Avatar
SourGr8pes at 09/17/2008 18:16
THANK YOU! I'm glad I'm not the only one that's noticed that QTE's are starting to get overkilled.

Every single time you jack a tank or helicopter in Mercs 2 requires a QTE, and it gets old, fast.
kevinski's Avatar
kevinski at 09/17/2008 18:37
First off, a correction: QTE stands for Quick Timer Event, not Quick Time Event.

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.
Narishma's Avatar
Narishma at 09/17/2008 18:39
Dexter345: In my opinion Farenheit did it right for two reasons. The first is that as you say most of the game is QTEs so you kind of expect them and don't get surprised by them (which I hated in games like Resident Evil 4). A second reason is that the QTEs weren't very punishing. You could miss a couple buttons without dying. Also when you miss too many and get hit by something you don't die immediately, you just lose a life and continue the sequence.
Capn Birdseye's Avatar
Capn Birdseye at 09/17/2008 18:48
QTEs, next to Random Encounters, are the very essence of gaming fail. I agree with you here.

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.
NihonTiger90's Avatar
NihonTiger90 at 09/17/2008 18:50
QTEs have become a crutch people lean on for creating action where there otherwise would be none. I'm looking at you, Resident Evil.
bonzoesc's Avatar
bonzoesc at 09/17/2008 19:02
@sourgr8pes seriously! I appreciate the effort that went into making the hijacking animation sequences, but stealing a helicopter should either be more involved than memorizing which buttons to press, or less involved and maybe skippable.
Zeno's Avatar
Zeno at 09/17/2008 20:58
QTE's are a copout. The dev wants the player to do something, but can't have the controls to just let them do it.

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.
Josh Tolentino's Avatar
Josh Tolentino at 09/17/2008 21:12
@Dexter345

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.
Brilliam's Avatar
Brilliam at 09/17/2008 21:21
I really loved this writeup. Plus, the images were fucking awesome/adorable. Grats on going front!
Yannak's Avatar
Yannak at 09/17/2008 21:25
Fahrenheit/Indigo Prophecy did them perfectly. They were made an important part of gameplay and were fun to do. They dont just throw QTEs in for no random reason like in some of Resi 4's cutscenes for example.
Altair78's Avatar
Altair78 at 09/17/2008 22:12
Color me weird or whatever, but I actually don't mind QTEs. Maybe my brain is multifuncional (see "numbed") to a point where I can fully enjoy a cut scene and get the button on time most of the time.
The Amazing Shenazin's Avatar
The Amazing Shenazin at 09/17/2008 23:17
say what you will, but the QTEs in the God Of War games are great
mistic's Avatar
mistic at 09/17/2008 23:32
[i]all the passivity of a cutscene with the sudden, blinding pain of a sucker-punch[i/]

rarely heard a truer description of QTE's :-)

brilliant article!
Rabite's Avatar
Rabite at 09/18/2008 02:29
Fuck QTE. Also fuck God of War. That is all.
exodus1925's Avatar
exodus1925 at 09/18/2008 04:11
Even Resident Evil 4 did these. IS THERE NO ESCAPE?
Demtor's Avatar
Demtor at 09/18/2008 08:15
YES! This nails it right on the head. QTE's turn good games into something else entirely. I hate em, but damn do I love the carnage they can bring in God of War 2. But those were done well.

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?
Holyetheline's Avatar
Holyetheline at 09/18/2008 12:55
RE4 scarred me because of QTE
nebones's Avatar
nebones at 09/26/2008 20:42
I like quick time events, make me feel manly.
Jidai Geki's Avatar
Jidai Geki at 03/18/2009 05:38
Ninja Blade: one long ridiculously boring QTE. If you miss a button press, time rewinds and you do the SAME BUTTON PRESS AGAIN. Fucking stupid game.

Awesome article though, and so true. QTE's suck. Apart from God of War's, which I thought was decently done.
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