[Editor's note: We're not just a (rad) news site -- we also publish opinions/editorials from our community & employees like this one, though be aware it may not jive with the opinions of Destructoid as a whole, or how our moms raised us. Want to post your own article in response? Publish it now on our community blogs.]
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.
In regards to what "brought back QTEs", it was Shenmue.
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.
Oh hell yeah :D
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!