The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.
Show of hands, who else hates these damn things?
Furthermore, when did they become a staple of video gaming?
It seems far to often these days that I've been wretched from a happy gaming experience into haphazard button mashing.
Seriously, where did this shit come from and when can I get back to enjoying my game?
If you are a fan of them (as I am not), care to give a defense of their use? I'm seriously interested on seeing if and or why people want them in games. More importantly, if they do, what is it that they enjoy about them?
If puns are the lowest form of humor, QTEs are the lowest form of gameplay.
Seriously, who thought these would ever be a good idea? Pushing a button that flashes on screen at a certain point to watch a scripted cinematic? What is this bullshit? That's barely gameplay. Barely. The barest form.
When I want to play a PC game, I want to interact with the game more then simply pushing down a button when I'm given the fucking cue. That's just fucking Simon Says. If I want to play Simon Says, I'll go out and buy one of those lame ass pads with the four colored buttons on it that you set down on a coffee table and invite the whole family to play, like in one of those ridiculous commercials. I do not want that experience when playing a computer game. There is nothing fun about pressing a button every once in a while. If you're gonna show a cinematic, just fucking show it, without a giant red button in the center ruining it.
Gamers can handle cinematic gameplay, they really can. And it's been pulled off in lots of great ways without QTEs. Just look at Half-Life... very cinematic, very immersive. Or something like Knights of the Old Republic. Great gameplay and storytelling merged together. No fucking QTEs to be seen. It's possible, game developers. You just need to stop being lazy and actually work a little. Quick Time Events are inane, unsatisfying, and completely shallow.
They are a crappy excuse for gameplay and developers need to stop using them.
I say this as somebody who loved 2008's Prince of Persia, so don't get me wrong--they're quite tolerable, even in vast quantities, if there are other things of value to be found within the game. (In PoP's case, great story, art, sound, and music.) Their use never adds value, though, as far as I'm concerned, and they also serve to make the designer look unimaginative and shallow of vision.
OremLK on
My zombie survival life simulator They Don't Sleep is out now on Steam if you want to check it out.
What's wrong with puns anyway? Read the first thread or two of that Zelda thread and if you don't chuckle atleast once to yourself you are a communist.
I like them in certain situations. God of War was silly in general because of the amount of BUTAN MASH, and it was like the most annoying and simplistic minigame in the world that got in the way any time I decided to fight a monster.
On the other hand, I liked the ones used in the recent Tomb Raider games and in Indigo Prophecy, because it was a way to make cutscenes into something more than staring slackjawed at the screen. I'm probably in the minority here, but I'd rather have something less intrusive, as long as it looks cool.
Puns are worth a cheap smile. In that way comparing a quicktime event to a pun is unfair; there is nothing enjoyable about quicktime events.
I'll always remember the abomination that was jericho for it's abusive use of quicktime events for example and nothing more.
I don't mind QTEs, but to be fair, the only games I've played that have them are RE4 and RE5, and those have some excellent use of it. RE4's knifefight in particular is awesome.
I guess I don't understand why people like them. I've always found them to be rather annoying. A cutscene works pretty well as a tool to break up the action, and being forced to constantly watch the screen for button flashes just gets tedious.
So, could somebody explain to me how they make a game better?
people who make "I hate QTEs" threads have only one statement:
"I hate QTEs"
that's good, but I'm not sure how that's supposed to spark any conversation other than "I agree" and "I like them"
Yeah, but why are they still here? Why are developers still using them?
Why are games coming out like Heavy Rain coming out in the "next gen" based almost soley on quicktime events?
I thought it was a pretty much agreed issue that these things suck, but they still are around.
I'm curious if they have some hidden support I'm not aware of, if developers are just lazy, or if they don't understand the concept of fun anymore.
I guess I don't understand why people like them. I've always found them to be rather annoying. A cutscene works pretty well as a tool to break up the action, and being forced to constantly watch the screen for button flashes just gets tedious.
So, could somebody explain to me how they make a game better?
That's what I want to know as well. I would be very interested in hearing a justification for what makes them good or interesting in terms of gameplay value.
OremLK on
My zombie survival life simulator They Don't Sleep is out now on Steam if you want to check it out.
I enjoyed the QTEs in The Force Unleashed, but they were easy and predictable because you triggered them and they were only used for boss finishers and as a way to kill certain large enemies before you killed them in other ways. The buttons it has you push to perform cutscene actions also roughly correspond to their in-game functions as well.
But you can go overboard even with almost "okay" QTEs. Mercenaries 2 was just awful with its QTEs.
I guess I don't understand why people like them. I've always found them to be rather annoying. A cutscene works pretty well as a tool to break up the action, and being forced to constantly watch the screen for button flashes just gets tedious.
So, could somebody explain to me how they make a game better?
That's what I want to know as well. I would be very interested in hearing a justification for what makes them good or interesting in terms of gameplay value.
Because then you can put in cool over the top scripted sequences and still have the player be involved instead of walking away to get a soda. Taking control completely away in the middle of gameplay is a big engagement no-no and why a lot of people really don't like certain RPGs. Alternatively, without the scripted sequence, there's not really a ton that you can do with only 6 buttons or so... unless you want your tired little button smashy action games to suddenly be more complex than most fighters.
They also help you forget that there are only about six different enemies in God of War.
So, could somebody explain to me how they make a game better?
I don't think it's a matter of making it better so much as being easy to code and producers wanted all their games to have them for a time there because it was the 'in' thing to do.
But take the best example of QTE in my mind- Indigo Prophecy. It worked because it was an adventure game, less demanding for reaction times than a lot of the other games featuring QTE, but it also used it in interesting ways, so that it wasn't simply a direction push or 'hit A' now, but playing guitar or struggling not to stab someone.
I guess for me the QTE rests on whether or not you're emotionally invested in the game. If you are, then you care about the story continuing and finding out what happens next. If you're not, then it's just a distraction from the gameplay you're trying to get back to.
Seems to me if your cutscene isn't engaging enough, the solution is to:
a) Shorten it or cut it entirely
and/or
b) Make it better so that people are, you know, engaged
Plastering a bunch of simplistic button-presses over it does not seem like a good solution to me. Plus, the whole idea of having a cutscene of an action sequence feels entirely loathsome and wrong to me, which is what almost any QTE-based cutscene is going to be. If there's action, let me be in control of it.
OremLK on
My zombie survival life simulator They Don't Sleep is out now on Steam if you want to check it out.
I guess I don't understand why people like them. I've always found them to be rather annoying. A cutscene works pretty well as a tool to break up the action, and being forced to constantly watch the screen for button flashes just gets tedious.
So, could somebody explain to me how they make a game better?
That's what I want to know as well. I would be very interested in hearing a justification for what makes them good or interesting in terms of gameplay value.
Because then you can put in cool over the top scripted sequences and still have the player be involved instead of walking away to get a soda. Taking control completely away in the middle of gameplay is a big engagement no-no and why a lot of people really don't like certain RPGs. Alternatively, without the scripted sequence, there's not really a ton that you can do with only 6 buttons or so... unless you want your tired little button smashy action games to suddenly be more complex than most fighters.
They also help you forget that there are only about six different enemies in God of War.
True, but I get the feeling QT's serve more to distance a player from the action and gameplay than bring them into it. Instead of absorbing a story, you have to focus more on potential cues. Yeah, you get to see that cool cutscene, but you aren't able to actually watch it because you're too busy trying to complete it. And god forbid if you fail said cool QT, because what may have been an awesome moment or cutscene is now an exercise in tedium.
I guess I don't understand why people like them. I've always found them to be rather annoying. A cutscene works pretty well as a tool to break up the action, and being forced to constantly watch the screen for button flashes just gets tedious.
So, could somebody explain to me how they make a game better?
That's what I want to know as well. I would be very interested in hearing a justification for what makes them good or interesting in terms of gameplay value.
Because then you can put in cool over the top scripted sequences and still have the player be involved instead of walking away to get a soda. Taking control completely away in the middle of gameplay is a big engagement no-no and why a lot of people really don't like certain RPGs. Alternatively, without the scripted sequence, there's not really a ton that you can do with only 6 buttons or so... unless you want your tired little button smashy action games to suddenly be more complex than most fighters.
They also help you forget that there are only about six different enemies in God of War.
But QTE's don't actually give you any meaningful control. It boils down to either you hit the button in time and win, or you didn't and you lose. Its not a a meaningful decision, and its certainly not an interesting one.
I can understand integrating something like a quick-time event in the middle of gameplay, but sticking it into a cutscene where you have no other means of controlling your character just feels like it cheapens the experience.
Seems to me if your cutscene isn't engaging enough, the solution is to:
a) Shorten it or cut it entirely
and/or
b) Make it better so that people are, you know, engaged
Plastering a bunch of simplistic button-presses over it does not seem like a good solution to me. Plus, the whole idea of having a cutscene of an action sequence feels entirely loathsome and wrong to me, which is what almost any QTE-based cutscene is going to be. If there's action, let me be in control of it.
Let's use Star Wars: The Force Unleashed as an example here.
AT-ST's. The chicken-walkers. You have to fight these. Once you get them down to a certain amount of health, a QTE starts. If you do the sequence correctly, your character jumps up on the hull, does some crazy shit with his lightsaber, and ends it with slicing it in half.
There is no button combination that could possibly do something this complicated, and if you beat him legitimately (without the QTE), it's far less exciting.
Seems to me if your cutscene isn't engaging enough, the solution is to:
a) Shorten it or cut it entirely
and/or
b) Make it better so that people are, you know, engaged
Plastering a bunch of simplistic button-presses over it does not seem like a good solution to me. Plus, the whole idea of having a cutscene of an action sequence feels entirely loathsome and wrong to me, which is what almost any QTE-based cutscene is going to be. If there's action, let me be in control of it.
The point of a QTE is to take a complex action that would otherwise be impossible to control with a gamepad and simplify it so the gamer is in control.
I actually thought The Force Unleashed did a pretty good job with the quicktime events. I need to play that game again, I enjoyed it.
TFU's quick time events were a little better than most because they were mostly short and if you failed, you didn't fail the whole thing, you just had to try that segment again, immediately and without any loading or a death sequence. They were still unnecessary and didn't add anything to the game, though, I felt.
Seems to me if your cutscene isn't engaging enough, the solution is to:
a) Shorten it or cut it entirely
and/or
b) Make it better so that people are, you know, engaged
Plastering a bunch of simplistic button-presses over it does not seem like a good solution to me. Plus, the whole idea of having a cutscene of an action sequence feels entirely loathsome and wrong to me, which is what almost any QTE-based cutscene is going to be. If there's action, let me be in control of it.
The point of a QTE is to take a complex action that would otherwise be impossible to control with a gamepad and simplify it so the gamer is in control.
But the gamer is not in control--not over the action that's happening on the screen, anyway. They're in control of a Simon Says minigame over the action that's happening on the screen.
It also shows a failure of imagination. You can't think of a good way to translate your vision of a complex, badass action scene into real gameplay, so you make it a cutscene and put a QTE over it.
OremLK on
My zombie survival life simulator They Don't Sleep is out now on Steam if you want to check it out.
0
EvilBadmanDO NOT TRUST THIS MANRegistered Userregular
edited April 2009
Don't pretend that the mid-cutscene Resident Evil 4 and 5 Quick Time or Die events didn't spice up the cinematics.
I actually thought The Force Unleashed did a pretty good job with the quicktime events. I need to play that game again, I enjoyed it.
TFU's quick time events were a little better than most because they were mostly short and if you failed, you didn't fail the whole thing, you just had to try that segment again, immediately and without any loading or a death sequence. They were still unnecessary and didn't add anything to the game, though, I felt.
Seems to me if your cutscene isn't engaging enough, the solution is to:
a) Shorten it or cut it entirely
and/or
b) Make it better so that people are, you know, engaged
Plastering a bunch of simplistic button-presses over it does not seem like a good solution to me. Plus, the whole idea of having a cutscene of an action sequence feels entirely loathsome and wrong to me, which is what almost any QTE-based cutscene is going to be. If there's action, let me be in control of it.
The point of a QTE is to take a complex action that would otherwise be impossible to control with a gamepad and simplify it so the gamer is in control.
But the gamer is not in control--not over the action that's happening on the screen, anyway. They're in control of a Simon Says minigame over the action that's happening on the screen.
It also shows a failure of imagination. You can't think of a good way to translate your vision of a complex, badass action scene into real gameplay, so you make it a cutscene and put a QTE over it.
Did you read what I said? QTE's are fun when the action on screen is too complex to be controlled directly, so it's simplified down to reactionary button presses (which is not Simon Says). That way the gamer is still involved with the game while also watching something totally freaking cool happen.
And really, if you didn't like RE4's cutscenes I don't know what else to say.
I guess I don't understand why people like them. I've always found them to be rather annoying. A cutscene works pretty well as a tool to break up the action, and being forced to constantly watch the screen for button flashes just gets tedious.
So, could somebody explain to me how they make a game better?
That's what I want to know as well. I would be very interested in hearing a justification for what makes them good or interesting in terms of gameplay value.
Because then you can put in cool over the top scripted sequences and still have the player be involved instead of walking away to get a soda. Taking control completely away in the middle of gameplay is a big engagement no-no and why a lot of people really don't like certain RPGs. Alternatively, without the scripted sequence, there's not really a ton that you can do with only 6 buttons or so... unless you want your tired little button smashy action games to suddenly be more complex than most fighters.
They also help you forget that there are only about six different enemies in God of War.
But QTE's don't actually give you any meaningful control. It boils down to either you hit the button in time and win, or you didn't and you lose. Its not a a meaningful decision, and its certainly not an interesting one.
I can understand integrating something like a quick-time event in the middle of gameplay, but sticking it into a cutscene where you have no other means of controlling your character just feels like it cheapens the experience.
As it turns out, you are statistically insignificant.
To argue against what you were probably trying to say, if you were engaged in the game, then you wouldn't even notice nor care about what it threw at you because you're viscerally connected to what's going on. If you're sitting back and pondering what's the screen, cerebrally thinking about life, the universe, and why you're playing the game, then you're not engaged and the game has already failed to entertain you before it resorted to button prompts. Congratulations, you're complaining about the half-eaten nuts on top of your compost sundae.
I actually thought The Force Unleashed did a pretty good job with the quicktime events. I need to play that game again, I enjoyed it.
TFU's quick time events were a little better than most because they were mostly short and if you failed, you didn't fail the whole thing, you just had to try that segment again, immediately and without any loading or a death sequence. They were still unnecessary and didn't add anything to the game, though, I felt.
Seems to me if your cutscene isn't engaging enough, the solution is to:
a) Shorten it or cut it entirely
and/or
b) Make it better so that people are, you know, engaged
Plastering a bunch of simplistic button-presses over it does not seem like a good solution to me. Plus, the whole idea of having a cutscene of an action sequence feels entirely loathsome and wrong to me, which is what almost any QTE-based cutscene is going to be. If there's action, let me be in control of it.
The point of a QTE is to take a complex action that would otherwise be impossible to control with a gamepad and simplify it so the gamer is in control.
But the gamer is not in control--not over the action that's happening on the screen, anyway. They're in control of a Simon Says minigame over the action that's happening on the screen.
It also shows a failure of imagination. You can't think of a good way to translate your vision of a complex, badass action scene into real gameplay, so you make it a cutscene and put a QTE over it.
Did you read what I said? QTE's are fun when the action on screen is too complex to be controlled directly, so it's simplified down to reactionary button presses (which is not Simon Says). That way the gamer is still involved with the game while also watching something totally freaking cool happen.
And really, if you didn't like RE4's cutscenes I don't know what else to say.
You're right, it's like a lobotomized version of Simon Says. It has less complexity than that children's game.
I responded to what he said precisely. If you, as the designer, can't come up with a way to frame the complexity of action you're envisioning within actual gameplay, the solution is to simplify that action, cut it out, or quit your job and let somebody with better vision design the game. The solution is not to use a QTE.
OremLK on
My zombie survival life simulator They Don't Sleep is out now on Steam if you want to check it out.
I would honestly rather just watch something totally cool happen then have my 'X' button temporarily mapped to 'do something totally cool'.
I guess I can understand how some people like having something to do while watching cutscenes, but I just enjoy a clear separation between 'cutscene' mode and 'gameplay' mode, because QTEs never have anything resembling compelling gameplay.
edit: I can't complain about poor gameplay elements? Being 'viscerally connected to a game' means, for me, forgetting that I'm controlling the character with a gamepad from my couch. I can't imagine anything that destroys this faster than suddenly having the game tell me which buttons to hit.
So in your ideal game, nothing happens in cutscenes other than dialogue, and when larger enemies are beaten they just fall to the ground in the exact same fashion as every other enemy in the game. Gotcha.
I actually thought The Force Unleashed did a pretty good job with the quicktime events. I need to play that game again, I enjoyed it.
TFU's quick time events were a little better than most because they were mostly short and if you failed, you didn't fail the whole thing, you just had to try that segment again, immediately and without any loading or a death sequence. They were still unnecessary and didn't add anything to the game, though, I felt.
Seems to me if your cutscene isn't engaging enough, the solution is to:
a) Shorten it or cut it entirely
and/or
b) Make it better so that people are, you know, engaged
Plastering a bunch of simplistic button-presses over it does not seem like a good solution to me. Plus, the whole idea of having a cutscene of an action sequence feels entirely loathsome and wrong to me, which is what almost any QTE-based cutscene is going to be. If there's action, let me be in control of it.
The point of a QTE is to take a complex action that would otherwise be impossible to control with a gamepad and simplify it so the gamer is in control.
But the gamer is not in control--not over the action that's happening on the screen, anyway. They're in control of a Simon Says minigame over the action that's happening on the screen.
It also shows a failure of imagination. You can't think of a good way to translate your vision of a complex, badass action scene into real gameplay, so you make it a cutscene and put a QTE over it.
Did you read what I said? QTE's are fun when the action on screen is too complex to be controlled directly, so it's simplified down to reactionary button presses (which is not Simon Says). That way the gamer is still involved with the game while also watching something totally freaking cool happen.
And really, if you didn't like RE4's cutscenes I don't know what else to say.
You're right, it's like a lobotomized version of Simon Says. It has less complexity than that children's game.
I responded to what he said precisely. If you, as the designer, can't come up with a way to frame the complexity of action you're envisioning within actual gameplay, the solution is to simplify that action, cut it out, or quit your job and let somebody with better vision design the game. The solution is not to use a QTE.
So characters and story in a game should be confined to restrictive gameplay elements.
Gotcha!
As far as being less complex than a child's game that's the whole point.
So characters and story in a game should be confined to restrictive gameplay elements.
Gotcha!
As far as being less complex than a child's game that's the whole point.
The characters and story in the game can be whatever. QTEs or the lack thereof have no effect on the story, other than to distract from it, if they take place over actual story development. Most of the time, they take place over superfluous action sequences within cutscenes.
And why would you want to play something less complex than a child's game?
OremLK on
My zombie survival life simulator They Don't Sleep is out now on Steam if you want to check it out.
Posts
Seriously, who thought these would ever be a good idea? Pushing a button that flashes on screen at a certain point to watch a scripted cinematic? What is this bullshit? That's barely gameplay. Barely. The barest form.
When I want to play a PC game, I want to interact with the game more then simply pushing down a button when I'm given the fucking cue. That's just fucking Simon Says. If I want to play Simon Says, I'll go out and buy one of those lame ass pads with the four colored buttons on it that you set down on a coffee table and invite the whole family to play, like in one of those ridiculous commercials. I do not want that experience when playing a computer game. There is nothing fun about pressing a button every once in a while. If you're gonna show a cinematic, just fucking show it, without a giant red button in the center ruining it.
Gamers can handle cinematic gameplay, they really can. And it's been pulled off in lots of great ways without QTEs. Just look at Half-Life... very cinematic, very immersive. Or something like Knights of the Old Republic. Great gameplay and storytelling merged together. No fucking QTEs to be seen. It's possible, game developers. You just need to stop being lazy and actually work a little. Quick Time Events are inane, unsatisfying, and completely shallow.
Personally I think we need more.
I say this as somebody who loved 2008's Prince of Persia, so don't get me wrong--they're quite tolerable, even in vast quantities, if there are other things of value to be found within the game. (In PoP's case, great story, art, sound, and music.) Their use never adds value, though, as far as I'm concerned, and they also serve to make the designer look unimaginative and shallow of vision.
Firstly, Shakespeare would like to have some words with you.
Secondly, QTEs are just like any other type of game play. They can be done well (Shenmue) and they can be done poorly (most other games).
On the other hand, I liked the ones used in the recent Tomb Raider games and in Indigo Prophecy, because it was a way to make cutscenes into something more than staring slackjawed at the screen. I'm probably in the minority here, but I'd rather have something less intrusive, as long as it looks cool.
Ka-Chung!
Ka-Chung!
people who make "I hate QTEs" threads have only one statement:
"I hate QTEs"
that's good, but I'm not sure how that's supposed to spark any conversation other than "I agree" and "I like them"
I'll always remember the abomination that was jericho for it's abusive use of quicktime events for example and nothing more.
So, could somebody explain to me how they make a game better?
GT: Tanky the Tank
Black: 1377 6749 7425
Yeah, but why are they still here? Why are developers still using them?
Why are games coming out like Heavy Rain coming out in the "next gen" based almost soley on quicktime events?
I thought it was a pretty much agreed issue that these things suck, but they still are around.
I'm curious if they have some hidden support I'm not aware of, if developers are just lazy, or if they don't understand the concept of fun anymore.
That's what I want to know as well. I would be very interested in hearing a justification for what makes them good or interesting in terms of gameplay value.
But you can go overboard even with almost "okay" QTEs. Mercenaries 2 was just awful with its QTEs.
They are a source of enjoyment for me.
That Samuel Johnson knew what he was talking about; fuck that Shakespeare asshole.
Oh... what is that; who is Samual Johnson, you say?
Perhaps this premise is off...
Care to elaborate?
Because then you can put in cool over the top scripted sequences and still have the player be involved instead of walking away to get a soda. Taking control completely away in the middle of gameplay is a big engagement no-no and why a lot of people really don't like certain RPGs. Alternatively, without the scripted sequence, there's not really a ton that you can do with only 6 buttons or so... unless you want your tired little button smashy action games to suddenly be more complex than most fighters.
They also help you forget that there are only about six different enemies in God of War.
Everything Aroduc just said is correct.
What is there to say? I think it's fun for cutscenes to have a little interactivity.
I don't think it's a matter of making it better so much as being easy to code and producers wanted all their games to have them for a time there because it was the 'in' thing to do.
But take the best example of QTE in my mind- Indigo Prophecy. It worked because it was an adventure game, less demanding for reaction times than a lot of the other games featuring QTE, but it also used it in interesting ways, so that it wasn't simply a direction push or 'hit A' now, but playing guitar or struggling not to stab someone.
I guess for me the QTE rests on whether or not you're emotionally invested in the game. If you are, then you care about the story continuing and finding out what happens next. If you're not, then it's just a distraction from the gameplay you're trying to get back to.
Ka-Chung!
Ka-Chung!
a) Shorten it or cut it entirely
and/or
b) Make it better so that people are, you know, engaged
Plastering a bunch of simplistic button-presses over it does not seem like a good solution to me. Plus, the whole idea of having a cutscene of an action sequence feels entirely loathsome and wrong to me, which is what almost any QTE-based cutscene is going to be. If there's action, let me be in control of it.
True, but I get the feeling QT's serve more to distance a player from the action and gameplay than bring them into it. Instead of absorbing a story, you have to focus more on potential cues. Yeah, you get to see that cool cutscene, but you aren't able to actually watch it because you're too busy trying to complete it. And god forbid if you fail said cool QT, because what may have been an awesome moment or cutscene is now an exercise in tedium.
But QTE's don't actually give you any meaningful control. It boils down to either you hit the button in time and win, or you didn't and you lose. Its not a a meaningful decision, and its certainly not an interesting one.
I can understand integrating something like a quick-time event in the middle of gameplay, but sticking it into a cutscene where you have no other means of controlling your character just feels like it cheapens the experience.
GT: Tanky the Tank
Black: 1377 6749 7425
Let's use Star Wars: The Force Unleashed as an example here.
AT-ST's. The chicken-walkers. You have to fight these. Once you get them down to a certain amount of health, a QTE starts. If you do the sequence correctly, your character jumps up on the hull, does some crazy shit with his lightsaber, and ends it with slicing it in half.
There is no button combination that could possibly do something this complicated, and if you beat him legitimately (without the QTE), it's far less exciting.
The point of a QTE is to take a complex action that would otherwise be impossible to control with a gamepad and simplify it so the gamer is in control.
TFU's quick time events were a little better than most because they were mostly short and if you failed, you didn't fail the whole thing, you just had to try that segment again, immediately and without any loading or a death sequence. They were still unnecessary and didn't add anything to the game, though, I felt.
But the gamer is not in control--not over the action that's happening on the screen, anyway. They're in control of a Simon Says minigame over the action that's happening on the screen.
It also shows a failure of imagination. You can't think of a good way to translate your vision of a complex, badass action scene into real gameplay, so you make it a cutscene and put a QTE over it.
PRESS A
Honestly, I would have preferred RE4 not to have any cutscenes or QTEs. The less I had to partake in that game's story, the less my head hurt.
And really, if you didn't like RE4's cutscenes I don't know what else to say.
As it turns out, you are statistically insignificant.
To argue against what you were probably trying to say, if you were engaged in the game, then you wouldn't even notice nor care about what it threw at you because you're viscerally connected to what's going on. If you're sitting back and pondering what's the screen, cerebrally thinking about life, the universe, and why you're playing the game, then you're not engaged and the game has already failed to entertain you before it resorted to button prompts. Congratulations, you're complaining about the half-eaten nuts on top of your compost sundae.
You're right, it's like a lobotomized version of Simon Says. It has less complexity than that children's game.
I responded to what he said precisely. If you, as the designer, can't come up with a way to frame the complexity of action you're envisioning within actual gameplay, the solution is to simplify that action, cut it out, or quit your job and let somebody with better vision design the game. The solution is not to use a QTE.
I guess I can understand how some people like having something to do while watching cutscenes, but I just enjoy a clear separation between 'cutscene' mode and 'gameplay' mode, because QTEs never have anything resembling compelling gameplay.
edit: I can't complain about poor gameplay elements? Being 'viscerally connected to a game' means, for me, forgetting that I'm controlling the character with a gamepad from my couch. I can't imagine anything that destroys this faster than suddenly having the game tell me which buttons to hit.
GT: Tanky the Tank
Black: 1377 6749 7425
Thank fuck you're not an actual game designer.
The insanity of the QTE's in the Bourne game demo was why I waited until I found it new for $10 rather than blow $60 on it.
So characters and story in a game should be confined to restrictive gameplay elements.
Gotcha!
As far as being less complex than a child's game that's the whole point.
The characters and story in the game can be whatever. QTEs or the lack thereof have no effect on the story, other than to distract from it, if they take place over actual story development. Most of the time, they take place over superfluous action sequences within cutscenes.
And why would you want to play something less complex than a child's game?