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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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.
And that helicopter chase was badass.
And it has QTEs.
The QTEs of U1 were unforgiving and almost non-sequitur. Instant death is only sometimes good. Here it was not.
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.
Oddly, I have no problems at all with watching subtitled movies.
I hope more devs take note.
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.
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.
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...
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).