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Nothing is sacred: Quick Time Events photo
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Remember the first time you played God of War (you did play it, right?) and, with the evil hydra finally at your mercy and an on-screen prompt, you pressed some buttons and totally kicked that sea creature's ass?

Yeah, it was pretty great when God of War did that and you hadn't played a Quick Time Event (QTE) since Shenmue. When David Jaffe's violent love-child re-popularized QTEs, at least the game did them right. See, a Quick Time Event's purpose is to allow for a moment of more cinematic gameplay while still keeping the player involved in the process. QTEs are useful for pulling off moments in a game a player couldn't do himself while making them feel like they did do it themselves, the talentless hacks.

God of War and Resident Evil 4 are two games among plenty that have used QTEs well and made them a genuinely fun aspect of the gameplay. However, the list of games that failed to make QTEs fun is larger than any of Jim Sterling's hatred for PlayStation 3 fanboys. Games like Indigo Prophecy (Fahrenheit for everyone else, though Indigo Prophecy is way more searchable on Wikipedia), Heavenly Sword, Uncharted: Drake's Fortune, and so on and so forth. Nowadays it's hard to come by a game that doesn't offer Quick Time Events, and almost all the time it's f**king annoying as hell.



So, what exactly is it about God of War and Resident Evil 4 that made the QTEs enjoyable, and what was it about Indigo Prophecy and Uncharted that made them a chore? I am not going to claim that I know for sure, but I think I might have an idea.

When engaged in a game of God of War, your reflexes are already heightened and you've been frantically pressing buttons now since you saw the main menu. Pressing a ton of buttons at this point is par for the course, so when a QTE pops up, it's not a big deal and you're ready for it. What's more is that these events happen so frequently that you have learned their pattern and so you know when they're coming. The QTE doesn't screw you over and leave you feel cheated out of some health, or even make you feel like that Game Over screen you just got was a complete gyp. Simply put, the game's already immersed you to a point where, whether you were expecting it or not, you were ready for the on-screen prompt to tell you what to hit.

Uncharted: Drake's Fortune, on the other hand fails in this aspect in an incredibly annoying fashion. I loved the game, but occasionally it would make a halfhearted attempt at including a QTE that would only result in frustration and a severely life-impaired Nathan Drake. The problem is that, for the most part, cutscenes in Uncharted were static. You watched them and that was it. The first Quick Time Event in a cutscene came a good couple of hours into the game and the player had no idea this would occasionally happen. So, when a Quick Time Event, one of two in the game, comes up in the middle of a cutscene, suddenly you have to fumble for the controller and WHOOPS you're dead. Fantastic. Thanks, Naughty Dog, now I need to solve that puzzle all over again.



Another key part of integrating QTEs in your game is just that. The integrating part. When God of War would use QTEs, it always began and ended with the games usual beat-em up gameplay. You would start out by beating the living hell out of one enemy. Suddenly, then, you would press the button that would initiate a Quick Time Event so Kratos could slice the guy into nice thin strips to make a sandwich. When Kratos was done with his bad guy sandwich, the player would then go back to the beat-em up button-mashing. It was cyclical. The game was abundant with Quick Time Events, but it never depended on them.

The same, unfortunately, can not be said for Indigo Prophecy (Fahrenheit). In the beginning, you would do some walking around, some exploring, and some interacting with items, and occasionally you would have to play a game of Simon Says. Okay, fine. However, as the game progressed, the gameplay became more and more reliant on games of Simon Says, where, soon, you were doing whole five-minute long segments of these to do things like have the old psychic lady help you trip out or to charge up your laser to blast the hell out of goddamn everything ever. By the end of the game, everything had been replaced by Quick Time Events. All of the gameplay had been essentially relegated to walking to the next game of Simon Says and then playing that game of Simon Says for about TEN FUCKING MINUTES. Awesome. I know you guys had to rush the end of the game, Quantic Dream, but Jesus Christ.

What's strange is that, now, with so many games overusing and screwing up Quick Time Events, I'm starting to hate them, even when they're used right. I'm starting to hate an element of video games because everyone has been screwing them up, but no one refuses to do them. Do developers not playtest their games? Did any of the QA guys say "Yeah, that Quick Time Event wasn't fun, you should take it out." It's not like when a game has a shitty camera system. The developers could have easily taken the Quick Time Events out and replaced them with something else.

I now have an irrational hatred for Quick Time Events. Developers, you've ruined them for me, do you hear me? YOU RUINED THEM!

Why do game developers use this gameplay element if it ends up blowing up in their face like so many shoddy fireworks? Is it because it's easier to just have a movie for a boss fight rather than actually create a whole new set of moves that need to be balanced and playtested to get just right? Is it because people played God of War and Resident Evil 4 and they haven't quite figured out why those games were successful? What compels them to use Quick Time Events? Are they just easier to make?

What's worse is that, with the advent of the Wii and other various motion-controlled ways of playing games, it seems like Quick Time Events are going to be driven even further into the ground. Although, I must admit, imagining the possibilities for Quick Time Events with Project Natal kinda gets me excited.

Regardless of what the answer is, they've been perfectly soiled. It's been four years since God of War came out and video games started to use them really frequently, and I already hate them. They've been ruined and I think the only thing that can fix this problem is for video games to stop using them for a very long time. Just drop them altogether, act like we've completely forgotten what the hell a Quick Time Event is and forget that we ever had a series of on-screen prompts tell us to press unrelated buttons to watch our character do something cool. Just act like they never existed and that no one ever did them. In conversation with a friend, I'll say "Hey, I like how Heavy Rain didn't have Quick Time Events," and my friend will say "What is that? Isn't Quicktime that one movie player for computers?" and then I'll laugh nervously and we'll finish our donuts. I think this is the only solution that will save Quick Time Events for me.

That or the release of God of War 3.



Footnote: I have no idea if God of War really re-popularized (more like re-poopularized, am I right?) Quick Time Events. I just know that after I played God of War, every game had them.

 








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40 comments | showing # 1 to 40
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Chris Carter's Avatar - Comment posted on 10/06/2009 03:25
Chris Carter
Awesome drawings!

In regards to what "brought back QTEs", it was Shenmue.
mechayakuza's Avatar - Comment posted on 10/06/2009 08:12
mechayakuza
Definitely agree. QTE's were great when they were first implemented in Shenmue- they were original, and they were fully integrated into the game. It really annoys me when you're playing a game for a long time and suddenly a QTE pops out of nowhere. It's like it was a last minute mechanic thrown into the game just to give you something to do.
Monodi's Avatar - Comment posted on 10/06/2009 14:20
Monodi
bahahaha i didn't knew you were here Topcat
Electrium's Avatar - Comment posted on 10/06/2009 16:54
Electrium
I knew a "Nothing is sacred: QTE" post was coming! Ha. Anyway.

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.
Monodi's Avatar - Comment posted on 10/12/2009 19:02
Monodi
Hot Dog! You got frontpage!
topcatyo's Avatar - Comment posted on 10/12/2009 19:07
topcatyo
Awesome, thanks Destructoid :D I'm so excited!
MarlinClock's Avatar - Comment posted on 10/12/2009 19:07
MarlinClock
Clock Crew represent :D
PolearmClock's Avatar - Comment posted on 10/12/2009 19:30
PolearmClock
@ MarlinClock

Oh hell yeah :D
matrixdude171's Avatar - Comment posted on 10/12/2009 19:30
matrixdude171
Actually, GoW really is just a series of QTE's for any big creature. It's kinda stupid how the gimpy weaklings don't have QTE's but every other enemy bigger than them does. Hell, can you beat the bosses without the QTE's and make it feel satisfying?
Excel-2011's Avatar - Comment posted on 10/12/2009 19:41
Excel-2011
I don't get why failing a QTE in God of War restores something like 60% of the enemy's life. That's one of the reasons I can't play it for very long.
Airbr1dge's Avatar - Comment posted on 10/12/2009 19:47
Airbr1dge
My controllers not working. I'm shaking it but getting no milk.
Mecha Six VII's Avatar - Comment posted on 10/12/2009 19:47
Mecha Six VII
Oh my god it's topcatyo!
MarlinClock's Avatar - Comment posted on 10/12/2009 19:51
MarlinClock
To be honest, though, even GoW's button-mash QTEs were annoying as hell to me.
Mecha Six VII's Avatar - Comment posted on 10/12/2009 19:57
Mecha Six VII
ah there's so many clocks here!!
AfroWalrus's Avatar - Comment posted on 10/12/2009 20:01
AfroWalrus
The thing about GoW's Quick Time Events was that it was player-initiated. Hey, there's a giant circle floating over that cyclops! Push it when you're ready. Whereas something like Resident Evil 5 it was just "Chris and Sheva just stepped on an obvious trap in a cutscene! Now push X as fast as you can!"
XXXXXXXXXXXXXXXXPULLBOTHTRIGGERSDAMMITXXXXXXXXXXXXXXXXXXXX
HOLY TACO's Avatar - Comment posted on 10/12/2009 20:03
HOLY TACO
Speaking of QTE's I'm interested in how Heavy Rain is going to make them fun. As pretty much all the action is QTE based from what I understand. Apart from the exploration. Oh yeah did you know that? Heavy Rain is like christmas for QTE's. I've been dubious ever since I read about it... Fahrenheit certainly didn't implement them properly.
Deny Everything's Avatar - Comment posted on 10/12/2009 20:03
Deny Everything
I'd like more complex QTE in the future. Say for example, rather than just "push a button" you have to move a cursor with your pad to a certain point and then push a certain button. Or perhaps a QTE with no prompts (the game will teach you what to push when, but no literal screen).

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.
Malovane's Avatar - Comment posted on 10/12/2009 20:17
Malovane
wait...so RE4 did QTEs right? Far as I recall it was still a "press x or die" situation which is absolutely the wrong way to do it. Horrible pseudo interactivity.
John B's Avatar - Comment posted on 10/12/2009 20:21
John B
QTEs fucking suck. Period. They need to be abolished as do those developers who like to include them.

Now that I'm armed with the knowledge, I will not be purchasing God of War. Ever.
ShadokatRegn's Avatar - Comment posted on 10/12/2009 20:22
ShadokatRegn
Man, this is brilliant; though I have to say Resident Evil 4-5 were some of the MOST annoying/frustrating QTE's I'd experienced. I love the images and all of the examples (even defending the QTE when done right, bravo!) Win.
Jared Ari's Avatar - Comment posted on 10/12/2009 21:07
Jared Ari
I more agree with Jim on this bit. QTE's can be fun, and Indigo Prophecy did them very well, what with the fact that due to a time delay you could still see fruits of your button-pressing, and messing up didn't get you instagibbed.

http://www.destructoid.com/defense-force-quick-time-events-149073.phtml
RenegadePanda's Avatar - Comment posted on 10/12/2009 21:16
RenegadePanda
Tap X repeatedly to read this comment.
snoogans775's Avatar - Comment posted on 10/12/2009 21:53
snoogans775
before, I became immersed in the internet gaming culture, I was blessed to have never heard the phrase "Quick Time Event". That thing games do where you have to push a button to make something happen?

developers and people need to shut the fuck up about this until Heavy Rain comes out, then the verdict will be in.
dwolfwood's Avatar - Comment posted on 10/12/2009 22:21
dwolfwood
Man, Uncharted had super easy QTEs, I barely even remember them. I do however remember how punishing that game was on Impossible mode. Easily one of the hardest extra hard modes I've played in a long time.
topcatyo's Avatar - Comment posted on 10/12/2009 22:25
topcatyo
That game was so punishing on Impossible mode because the enemies never missed any of their shots. I can't believe I had the patience to beat that game, let alone in three days.
Mr Andy Dixon's Avatar - Comment posted on 10/12/2009 23:11
Mr Andy Dixon
I have never, ever enjoyed a QTE. I would SO much rather watch my character do something cool in a non-interactive movie than have to push the fucking reload or jump button to make me feel like I really did it myself. Annoying.

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.
Mr Andy Dixon's Avatar - Comment posted on 10/12/2009 23:15
Mr Andy Dixon
Great article, BTW!
Joanna Mueller's Avatar - Comment posted on 10/12/2009 23:25
Joanna Mueller
Really entertaining read. Now go back to eating your donuts.
SovietMudkipz's Avatar - Comment posted on 10/12/2009 23:33
SovietMudkipz
God of War handles QTEs well because most of the stuff a QTE involves in that game is something that would involve a regular button press, but from a different perspective. QTE sequences involve jumping, slashing or grabbing and those are already tied to buttons.

Also, did you draw those pics yourself? Kudos.
TriplZer0's Avatar - Comment posted on 10/13/2009 03:23
TriplZer0
The worst part of QTE's is when they're button mashing QTE's. They combine two annoying mechanics into one. Especially when the person playing doesn't have good button mashing skills.

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.
KaL YoshiKa's Avatar - Comment posted on 10/13/2009 03:28
KaL YoshiKa
For the record Die Hard Arcade/Dynamite Deka beat Shenmue to having Quick Time events by quite a few years.

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).
Klarden's Avatar - Comment posted on 10/13/2009 04:25
Klarden
Re4 qte were fun? ooookeeeeey. So having to press random buttons so you don;t get instant death at many points in the game is actually fun? having one button to evade attacks would've been much less frustrating
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.
Bears Guts's Avatar - Comment posted on 10/13/2009 05:02
Bears Guts
I found the Shenmue QTE's a little too unforgiving. I liked them as they are in No More Heroes (the finishing cuts and wrestling moves) - they fitted the flow of the game much better than any of the others that I've come across.

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.
Narishma's Avatar - Comment posted on 10/13/2009 05:13
Narishma
The games that do QTEs well are those where they are initiated by the player (God of War) or those where they are a central part of the game so you more or less always expect them. Also those where you don't die if you miss one button. So I disagree about RE4 doing them well. They pop up out of nowhere and if you miss you die.
Stevil's Avatar - Comment posted on 10/13/2009 05:19
Stevil
The only time I've ever liked QTE is in Condemned 2. Here you activated the event and then had to mimic the punches with the trigger buttons. It was relentlessly unforigiving when you were rushing to get the fight over with since the window of opportunity was slim. I think it worked because you really felt every punch and headslam that you activated.

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.
Darren Nakamura's Avatar - Comment posted on 10/13/2009 06:04
Darren Nakamura
I'm glad somebody else out there thinks that RE4 had good QTEs and Indigo Prophecy had crappy ones. I feel exactly like that, and I openly disagreed with Jim on it.
lstill01's Avatar - Comment posted on 10/13/2009 09:03
lstill01
Hey - I wrote a little piece about Quick Time Events and how they can be improved from really small gameplay changes - check it out if you want or don't http://www.backhandofjustice.com/what-can-we-do-about-quick-time-events/
NinjaTaco's Avatar - Comment posted on 10/13/2009 09:18
NinjaTaco
QTEs are especially punishing on the PlayStation. Maybe I'm just really REALLY slow, but it seems that after years of playing on Sony's consoles, I still haven't memorized which button is the Circle, and which one's the Square. The X button is a gimme, and I can usually get the Triangle fairly quickly; but an unexpected Circle/Square QTE is almost certain insta-death.

Why couldn't they just use A/B/X/Y like everybody else??? At least those are intuitive.
Shadowiii's Avatar - Comment posted on 10/13/2009 10:12
Shadowiii
Work part about Batman: Arkahm Asylum was having to mash A (X on the PS3) everytime I wanted to open a stupid grate. Seriously, they have a fantastic game with NO QTEs (seriously...wow!) and ruin their streak by having to mash a button anytime I need to do some sneaking around. Dumb.
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!
Rabite's Avatar - Comment posted on 10/13/2009 11:41
Rabite
I usually screw up QTEs because, as NinjaTaco said, I don't remember what button is which. Push a direction? Fine. But push X O Square UP UP DOWN DOWN LEFT RIGHT LEFT RIGHT? I'm well and truly fucked.
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