Also most QTEs have a set time threshold in which to avoid the default or fail state. Typically (for me) this is not enough time to
a. Detect the threat that requires action
b. Assess the appropriate response (press the ❌️ key and no other)
c. Find and press the ❌️ key.
Commonly the correct key would be randomized and any incorrect actions would result in a fail state. During the mid 2010s, a sad era, games were commonly lousy with QTEs meaning we get to see Lara die over and over and over again.
Some games got creative such as having non‐death fail states (have another beer, or try to seduce the conversing NPC)
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.
Don’t you dare press that button.
I feel like I’m missing some context here. Why wouldn’t I press that button?
Because it would be funny.
Also most QTEs have a set time threshold in which to avoid the default or fail state. Typically (for me) this is not enough time to
a. Detect the threat that requires action
b. Assess the appropriate response (press the ❌️ key and no other)
c. Find and press the ❌️ key.
Commonly the correct key would be randomized and any incorrect actions would result in a fail state. During the mid 2010s, a sad era, games were commonly lousy with QTEs meaning we get to see Lara die over and over and over again.
Some games got creative such as having non‐death fail states (have another beer, or try to seduce the conversing NPC)
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.