Pop Quiz: What Does "QTE" Mean?
I really believe there are such things as fun QTEs. Used sparingly, of course.
I loved the QTEs in Dark Cloud. Dark Cloud only used them once in a while, and QTEs were not a tired concept back then.
Edit: Hardcore gaming lingo means nothing to the types who base their purchasing decisions on the back of the box.
I've never been a huge fan of QTE's. I used to enjoy the breaks in gameplay to watch a cutscene. But now, I have to ready, because at any moment, someone tries to drop a boulder on my head unless I press L and R repeatedly.
I think user triggered ones, such as executions in God of War, are pretty sweet. But way too many games are trying to throw them in nowadays. Or maybe I'm in the minority? I don't know.
I think once you bottle up a game mechanic in a term like "quick time events" it's bound to be reduced to this sort of modular, monotonic thing that no one feels brave enough to change. These button presses don't HAVE to be so restrictive, and can actually add to gameplay if you're in the middle of tackling an enemy and you need to punch it in the ribs. It breaks things up nicely and makes it less boring combos.
Too often, though, people seem to think they're liked for their own sake just because they happen to be in popular games (read: god of war). Bad, bad, bad.
They can still be fun. I think that Ninja Blade was a bit unforgiving in its timing, from the way poor Ryan had keep repeating stuff, though.
Any respectable gamer knows what a QTE is and is probably annoyed by the fact that they're now in so many freaking games.
If certain game developers decide to implement QTE into their game, then the QTE should be used wisely and should be predictable with certain sequences. A fine example can be found with the God of War franchise, with finishing off bosses and certain enemies. Their execution gives you not only the cinematic sequence to the end of a boss battle, but also give you the feel that you're really finishing off the dude.
Random QTE are just a cheap gameplay addition.
The kinds of people who read the back of game boxes are probably the type who are all "Whoa! Dude, this game's got Quick Time Events. I don't know what those are, but they sound awesome! Oh, and Ninja Vision. Radical!"
"The kinds of people who read the back of game boxes are probably the type who are all "Whoa! Dude, this game's got Quick Time Events. I don't know what those are, but they sound awesome! Oh, and Ninja Vision. Radical!""Exactly. People hear things, they don't know what they are, but will still think it sounds awesome. I know buggar all about music speakers, but when I was buying speakers for my ipod, I saw one that had a SubWoofer, and I immediately favored that one over others, despite having no knowledge of what a SubWoofer was. I'm sure Quick Time Events have the same effect on people who have limited knowledge of video games.
They worked well in dynamite cop (I think it was dynamite cop) and Shenmue, but in everything else they've just been annoying. Honestly, I don't think a lot of people actually know what they are, not the kinda of people who need to see a box to buy the game anyway.
"i thought a QTE was something a cheesy guy called his girlfriend."Hahaha.
Anyway, I would like to bring up the idea of QTEs that are more than a simple pressing of one button. Indigo Prophecy had plenty of what could be called "QTEs" that were much more fun than simply pressing one button. I feel more could be done with QTEs, similar to Indigo Prophecy.
QTE's, or Quick Time Events were a necessary evil in the days where pulling off some crazy action was not possible due to limitations of the technology. By their very nature the are there to make the game easier, which is why now games are loaded with them. Ninja Blade is basically Ninja Gaiden for pussies, with QTE to replace skill.
God of War and RE4 got away with them because they were sort of a forgotten mechanic that really only Shenmue had brought back recently, ang most people sadly never played that game anyway. But games with them now are just shortcuts to either keep you from zoning out during a cinema or to make an exiting part of the game playable without having it be difficult. QTE's are basically like adding a Wii mechanic to a game, and that's bad news. I hope they become less of a fixture in games, or possibly be optional.
I just played through Prince of Persia and while I loved the game, it's reliance on QTE made the game so easy that it wasn't very fulfilling. It's ironic that with all the advancements in games and controllers, it's like we're going back to the days of a stick and one botton with some of this shit.
True story. I can't remember the last time I looked at the back of a box, or the last time I walked into a game shop without knowing exactly what I was going to buy. I often wonder who reads "OVER 12 LEVELS* OF SPLENDID SHOOTY FUN!" and decides that was just the right amount of levels they were looking for. Extreme Action?? SOLD!
*'Over 12' always = 13. Always.
Edit: They should replace "Quick-Time Events!" with "That Thing Boba Fett Fell Into!" and a photo of any of the first 10 monsters from the quick look.
Funny thing is I bought the game for the fact that it had lots of QTEs. I miss the days of Shenmue and its awesome QTE set pieces.
Ninja Blade as a game is pretty good too, enjoyable to anyone who isn't picky because it might seem like some Ninja Gaiden, Devil May Cry or God of War style rip off.
i wonder if there is anyone out there who walks into a game store, looks on the back of a game box, reads "QUICK TIME EVENTS" and thinks "OH SHIT! I LOVE QUICK TIME EVENTS!, SOLD!"?
Me and my friends all know what QTE are. My friend and I joked about it yesterday while playing RE5 coop.
Not a big fan of QTE, they're fucking everywhere these days too.
Shenmue did them best because they had branching QTE, so if you messed up on an event or two, the entire event might change.
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