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Uncharted 2: 'moving away from QTE's was the way to go' photo

When not conveying Naughty Dog's production process in intricate detail, Uncharted 2 co-lead designer Richard Lemarchand also talked about the team's larger design goals during his postmortem today.

At least one of those goals was to further increase the scale and intensity of Uncharted's cinematic experience: this meant focusing on huge cinematic setpieces that occur mostly in the course of regular gameplay, like he hotel collapse and the much-beloved train level.

"Moving away from so-called quick-time events was definitely the way to go," Lemarchand said.

I find it hard to disagree: I'd take Uncharted 2's fully-playable hotel collapse over the arbitrary pseudogameplay most QTE's provide. Not to say that QTE's don't work, ever (that's not what Lemarchand was saying, either) but that they don't really fit the world of Uncharted.








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23 comments | showing # 1 to 23
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airbagtelex's Avatar - Comment posted on 03/11/2010 17:36
airbagtelex
agreed, i'd like to see more fully playable cinematics; *cough* (im looking at you Kojima and your castlevania project)!
hbk0's Avatar - Comment posted on 03/11/2010 17:41
hbk0
Slap in the face of Heavy Rain,lol.
hpv's Avatar - Comment posted on 03/11/2010 17:48
hpv
The best move they made in that direction was not going back down the route of "balancing" minigames when walking across a beam. It's about time that a game did away with those ridiculously out of place roadblocks.

hbk0: That wasn't what he was saying at all. Heavy Rain goes all in on the Quick Time Events and delivers an experience unlike any other. It's not the right one for Uncharted 2 (which is easily one of my top 3 games of all time) but it definitely was right for Heavy Rain, which is also a pretty fucking great game.
Genebeef's Avatar - Comment posted on 03/11/2010 17:49
Genebeef
hush naughty dog, you might get angry emails from your sony bosses since sony games tend to rely on QTE quite a lot.
jfbguy's Avatar - Comment posted on 03/11/2010 17:50
jfbguy
I don't think QTEs ever work.
Mr Andy Dixon's Avatar - Comment posted on 03/11/2010 17:54
Mr Andy Dixon
The man speaks the truth.

And that helicopter chase was badass.
SM4RT1N0's Avatar - Comment posted on 03/11/2010 17:54
SM4RT1N0
QTE's do work, Heavy Rain and God of War show that, it's just that Heavy Rain was built around QTE's, and GoW uses them as a fundamental game mechanic. Whereas Uncharted was built around the 'Playing an action film' idea, si they wouldnt of worked
Chris Carter's Avatar - Comment posted on 03/11/2010 18:02
Chris Carter
God of War III may very well blow Uncharted 2 out of the water commercially, and get around the same review scores.

And it has QTEs.
Exinjeru's Avatar - Comment posted on 03/11/2010 18:04
Exinjeru
But Uncharted 1 only had two QTEs in the entire game, and shaking off enemies that grab you, that was it. I would say that QTEs were never a serious part of the game to begin with so this comment makes no sense to me.
Cynical Gamer's Avatar - Comment posted on 03/11/2010 18:22
Cynical Gamer
QTE are game developers being lazy. Rather than let you actually perform the action, they do it for you.
Stephen Beirne's Avatar - Comment posted on 03/11/2010 18:28
Stephen Beirne
What? Uncharted 1 had quite a few QTEs, always positioned at the least conspicious moments. You would assume an awesome cutscene or expository dialogue when suddenly a column falls on you. BOOM dead. Continue? No, you frustrating sonnuvabitch.

The QTEs of U1 were unforgiving and almost non-sequitur. Instant death is only sometimes good. Here it was not.
The Silent Protagonist's Avatar - Comment posted on 03/11/2010 18:39
The Silent Protagonist
There is no real defense for QTEs, its just lazy design no matter what game it appears in. We've had solutions to things QTEs are pawned off on before they re-emereged. QTEs should died with laserdisc games, its only holding game design back.
Qraze's Avatar - Comment posted on 03/11/2010 19:30
Qraze
" its only holding game design back."
that's bullshit.

heavy rain does them great and pushed game design up a peg.
god of war does them and drops fucking jaws when it does.
how exactly is it lazy when games mainly have a limited array of moves and when they do do something different, its usually during a cutscene? a good qte may be just another short cutscene, but its the cutscene i control. and that's what all games have in common, control.
fulldamage's Avatar - Comment posted on 03/11/2010 19:46
fulldamage
QTEs can be done well or they can be done poorly. No need for sweeping generalizations. But I dislike a lot of them because I have difficulty 'parsing' on those two different vectors of information simultaneously - if I realize that I need to be looking all over the screen for button icons, I will do that and will not really 'see' whatever cinematic action is happening - and if I try to focus on the cinematic events I will almost certainly fuck up the button inputs. Because of this, I think Naughty Dog's approach is good, because you're focusing on the action, not waiting to see if you're gonna get a triangle icon on the right side of the screen or an X on the bottom.

Oddly, I have no problems at all with watching subtitled movies.
Los255's Avatar - Comment posted on 03/11/2010 20:42
Los255
I think God of War 3 kinda has the right idea about not breaking up your attention while doing QTE's. Face buttons mapped corresponding to the extreme sides of your TV.

I hope more devs take note.
Robbo the hood's Avatar - Comment posted on 03/11/2010 20:52
Robbo the hood
I think Heavy Rain took QTE's to the next level, but as they were, and are in GOWIII, they're pretty boring. I don't care if GOW "drops jaws" or is wicked badass when you have three random buttons to press to finish off that centaur for the third time before the door to the next area opens, it's just as well that Kratos has a "finish" button and I don't have to go through the tedium of completing the QTEs. If they had taken queues from Heavy Rain, they might actually be intuitive and interesting, perhaps even branching for each enemy a bit (hell if they branched at my command with button presses, I'd like that a lot more too), but they remain in their blandest form. After the demo I'm feeling as though I'll be disappointed that GOWIII didn't try to do anything new besides up the Michael Bay quotient.
Exinjeru's Avatar - Comment posted on 03/11/2010 21:55
Exinjeru
Stuff falls on you without warning with a QTE like TWICE in the entire game. It makes those times even more pointless, but still Uncharted 1 doesn't really use QTEs.

You need to look at other games that are loaded down with pointless QTEs, not Uncharted 1. So I still maintain this was a pointless statement by the developer.
Skribble's Avatar - Comment posted on 03/11/2010 22:35
Skribble
It wasn't pointless. Go back and play Uncharted again, there were at least 4-5 specific times QTEs came up, including the games hideous boring end game boss battle.

The frequency of them doesn't matter, he said not doing them was a good move, and he's right. Uncharted 2 was a beautifully crafted adventure, and the exclusion of QTEs worked in it's favor.
whormongr's Avatar - Comment posted on 03/12/2010 00:10
whormongr
I am not a fan at all of QTE's it always seems like you are playing dragon's lair.
KingSigy's Avatar - Comment posted on 03/12/2010 01:28
KingSigy
The way in which QTE's were used in the first Uncharted was very ridiculous. They came out of nowhere and did absolutely nothing to enhance what was going on screen. I think it was a very smart choice to get away from them in the sequel.
bottled dark's Avatar - Comment posted on 03/12/2010 01:40
bottled dark
QTE is an art.

if there were more or less we would complain over the lack of control involved or the removal of content for flair.
zazziness has a cost people...
sprldr's Avatar - Comment posted on 03/12/2010 10:24
sprldr
Imagine if God of War III had ditched QTEs and allowed us to completely control Kratos while he slaughters his enemies with QTE-like extravagence. I don't see why it should be impossible, look at Uncharted 2 and Shadow of the Colossus.
Dr Sleep's Avatar - Comment posted on 03/12/2010 13:27
Dr Sleep
I'm fine with well-done QTEs, personally. They simplify and signify when used properly. Furthermore, when you think about it, do you really want to have to conrol every little thing?

Using sprldr's example, what would you do if you had full, total control over Kratos when he's executing the minotaur-stab fatality?

Is there going to be an extra button for grapple/takedown? Once you've got a minotaur down on the ground, what commands do you have to go through to get Kratos to pull one of his swords out and go for the thing's head? You'd have to have more options than just "stab this thing in the mouth" since you'v got total control over Kratos at this point, but then you have to ask yourself exactly what difference it makes how I kill this thing, dead is dead, really.

The reason you can get away with not using a QTE for Drake's collapsing hotel escape is because the action that Nathan Drake is performing (run over there as fast as you can) much simpler than what Kratos is doing (wrestle this monster to the ground and engage it in a contest of brute strength so you can stab it in the face).
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