I hate QTEs. There is nothing stupider than having all gameplay stop and having the game demand you push a certain button to continue.
PUSH A NOW OR ELSE YOU WILL PROBABLY DIE BUT IF YOU DO PUSH A YOU'LL WATCH A COOL CUTSCENE THAT YOU'RE SUPPOSED TO FEEL YOU EXECUTED AS THE PLAYER!!!!!!!!
No thanks, I'd rather not.
I think QTEs are done best when you don't realize they're QTEs. I use this example all the time: Zelda: Ocarina of Time, fighting redeads. There was no dialog on screen that said "MASH THE A BUTTON TO GET THIS FUCKING ZOMBIE OFF YOU," that bit was left to your imagination. So you sat there the first time and waited for it to jump off, but it didn't. Then you got scared. You started mashing buttons, doing anything to get that thing to stop moaning and stealing your life. THAT is a QTE done right.
XXXXXXXXXXXXXXXXPULLBOTHTRIGGERSDAMMITXXXXXXXXXXXXXXXXXXXX
I the long run though, we'll probably see less and less of them. QTE were designed to compensate for the inability to create the kind of fights that would be impossible with just real-time context sensitive commands. In the long run, I'm sure eventually a game will be able to produce the same QTE event with just real-time commands.
Now that I'm armed with the knowledge, I will not be purchasing God of War. Ever.
http://www.destructoid.com/defense-force-quick-time-events-149073.phtml
developers and people need to shut the fuck up about this until Heavy Rain comes out, then the verdict will be in.
A note to developers: pressing X (even repeatedly) will never make me feel like I am doing what you are showing me on screen, so stop wasting my time and let me enjoy my between-chapter movies like I should be able to.
Also, did you draw those pics yourself? Kudos.
One of my friends got stuck in the final tap A part in Twilight Princess for five minutes because he could tap A fast enough to keep from dying but not fast enough to actually win.
That is a QTE done wrong.
Good article - Quick Time Events need to be done right - not just as an excuse to not have the player do anything. For instance although they're not the best examples - in Clive Barkers:Jehrico the direction of the action dictates the button you'll press (similar to Dragon's Lair) or in WET where the buttons the game asks you to press at least correspond to the button you press in game (if the quick time event involves jumping you press the jump button - if it involves sword you press sword).
as for Fahrenheit - jim recently made a good point of them being implemented right in a way, that they were never a surprise. And the reason they become worse and worse towards the end of the game...well.. the whole games starts make no sense and being stupid after some point.
When you play through a game, you think in terms of making the character move, not which buttons to press. I find too often that "HIT B!" takes me out of the experience, makes me feel more removed from it than part of it.
The rest of the game was average, but it was worth it for the way they implented QTE into the fighting without it being a seperate entity divorced from the action.
Why couldn't they just use A/B/X/Y like everybody else??? At least those are intuitive.
Also, both RE4 and God of War were released at similar times, so I'd say both of them had a huge influence on QTEs. God of War had them more integrated into gameplay, while RE4 focused more on filling cutscenes with them. I still remember watching a review saying that doing that was "innovative" and "kept the player at the edge of their seat." Oh, how far QTEs have come!

surf dtoid with 

Rising (10+)
People you follow














follow