• ToriborA
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    11 months ago

    Quick time events usually don’t work because the failure state is typically uninteresting. You either mash the button fast enough to continue or you try again. Having soft failures or different routes to success is a better method but it’s still rarely engaging.

    God of War and Resident Evil 4 really popularized the trend. At least those games used qte’s to make cutscenes more interactive and to add ‘finishers’ with unique animations. Games introduced Qte’s with no purpose and it became exhausting. I’m glad they are sort of dead now. Modern God of War games and the RE4 remake have either eliminated or simplified their use of QTEs. Definitely shows how design trends have changed.