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	<title>Comments on: Quick-Time Events, and the Scourge Thereof</title>
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		<title>By: Game Design Grab Bag 2 &#171; Tish Tosh Tesh</title>
		<link>http://www.rockpapershotgun.com/2007/11/06/quick-time-events/#comment-148072</link>
		<dc:creator>Game Design Grab Bag 2 &#171; Tish Tosh Tesh</dc:creator>
		<pubDate>Thu, 19 Feb 2009 18:46:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=544#comment-148072</guid>
		<description>[...] Scourge of Quick Time [...]</description>
		<content:encoded><![CDATA[<p>[...] Scourge of Quick Time [...]
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		<title>By: PHeMoX</title>
		<link>http://www.rockpapershotgun.com/2007/11/06/quick-time-events/#comment-101866</link>
		<dc:creator>PHeMoX</dc:creator>
		<pubDate>Thu, 16 Oct 2008 14:56:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=544#comment-101866</guid>
		<description>I think it&#039;s a good thing actually. From an artistic point of view you can do a LOT more using QTE. Take for example God of War. It has QTE as well, but instead of limiting the experience, it makes it all look a ton or two cooler. I do agree that Fahrenheit used an overkill of QTE, but in the case of action games where you want to give the players that extra bit of action immersion I think it&#039;s a great thing to do.

It will only feel limiting to the player when it&#039;s made too difficult or if the gameplay is nothing but QTE which is a bad thing. Having QTE expands the options you have as design team to give players the best possible experience, there&#039;s no way many of those scenes could have been done with normal gameplay only. It just wouldn&#039;t be worth the effort for the players.</description>
		<content:encoded><![CDATA[<p>I think it&#8217;s a good thing actually. From an artistic point of view you can do a LOT more using QTE. Take for example God of War. It has QTE as well, but instead of limiting the experience, it makes it all look a ton or two cooler. I do agree that Fahrenheit used an overkill of QTE, but in the case of action games where you want to give the players that extra bit of action immersion I think it&#8217;s a great thing to do.</p>
<p>It will only feel limiting to the player when it&#8217;s made too difficult or if the gameplay is nothing but QTE which is a bad thing. Having QTE expands the options you have as design team to give players the best possible experience, there&#8217;s no way many of those scenes could have been done with normal gameplay only. It just wouldn&#8217;t be worth the effort for the players.
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		<title>By: DigitaleWelten</title>
		<link>http://www.rockpapershotgun.com/2007/11/06/quick-time-events/#comment-31675</link>
		<dc:creator>DigitaleWelten</dc:creator>
		<pubDate>Mon, 17 Mar 2008 01:26:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=544#comment-31675</guid>
		<description>I just mention Fahrenheit. It was my first experience wit QTE on a PC. I think I had the Prince or Persia doing QTE later.

Oh - QTE can be cool, like in Call of Duty 3 on PS3. They can be a pain in the ass too ;)</description>
		<content:encoded><![CDATA[<p>I just mention Fahrenheit. It was my first experience wit QTE on a PC. I think I had the Prince or Persia doing QTE later.</p>
<p>Oh &#8211; QTE can be cool, like in Call of Duty 3 on PS3. They can be a pain in the ass too ;)
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		<title>By: The_B</title>
		<link>http://www.rockpapershotgun.com/2007/11/06/quick-time-events/#comment-7930</link>
		<dc:creator>The_B</dc:creator>
		<pubDate>Thu, 08 Nov 2007 14:54:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=544#comment-7930</guid>
		<description>&lt;i&gt;I really enjoyed them in Resident Evil 4, all except the silly one right at the beginning when you press ‘A’ to activate your binoculars which you otherwise cannot access.&lt;/i&gt;

That wasn&#039;t really a QTE. Just a context sensitive key press.</description>
		<content:encoded><![CDATA[<p><i>I really enjoyed them in Resident Evil 4, all except the silly one right at the beginning when you press ‘A’ to activate your binoculars which you otherwise cannot access.</i></p>
<p>That wasn&#8217;t really a QTE. Just a context sensitive key press.
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		<title>By: Gobion</title>
		<link>http://www.rockpapershotgun.com/2007/11/06/quick-time-events/#comment-7928</link>
		<dc:creator>Gobion</dc:creator>
		<pubDate>Thu, 08 Nov 2007 14:52:26 +0000</pubDate>
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		<description>I really enjoyed them in Resident Evil 4, all except the silly one right at the beginning when you press &#039;A&#039; to activate your binoculars which you otherwise cannot access.

I think they worked for me on the Wii because of the physicality.

Personally in general I am not a fan of them, but so much comes down to implementation. Like everything else they can be done in a lazy way, or an interesting way.

Going back in the day, I really enjoyed the cut scenes in both Privateer2 and Wing Commander Prophecy - they added something that most games have lost, though they are cut scenes, so slightly different to QTEs.

Though HL2 didn&#039;t use them, I got very bored by the essentially linear nature of the challenges, though that is more to do with my general malaise with FPSs, even ones as good as HL2.

Ah... I ramble... ;)</description>
		<content:encoded><![CDATA[<p>I really enjoyed them in Resident Evil 4, all except the silly one right at the beginning when you press &#8216;A&#8217; to activate your binoculars which you otherwise cannot access.</p>
<p>I think they worked for me on the Wii because of the physicality.</p>
<p>Personally in general I am not a fan of them, but so much comes down to implementation. Like everything else they can be done in a lazy way, or an interesting way.</p>
<p>Going back in the day, I really enjoyed the cut scenes in both Privateer2 and Wing Commander Prophecy &#8211; they added something that most games have lost, though they are cut scenes, so slightly different to QTEs.</p>
<p>Though HL2 didn&#8217;t use them, I got very bored by the essentially linear nature of the challenges, though that is more to do with my general malaise with FPSs, even ones as good as HL2.</p>
<p>Ah&#8230; I ramble&#8230; ;)
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		<title>By: Jodi</title>
		<link>http://www.rockpapershotgun.com/2007/11/06/quick-time-events/#comment-7815</link>
		<dc:creator>Jodi</dc:creator>
		<pubDate>Wed, 07 Nov 2007 20:05:13 +0000</pubDate>
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		<description>I haven&#039;t read all the comments, but I really felt that Shenmue got QTEs (mostly) right. Winning them wasn&#039;t obligatory - you got sent down a different path if you failed them. And more to the point, each button press was consist. Punching or dodging in a QTE used the same button as punch or dodge in a normal fight. It&#039;s just that you&#039;re dodging on reaction rather than in a pre-determined way.</description>
		<content:encoded><![CDATA[<p>I haven&#8217;t read all the comments, but I really felt that Shenmue got QTEs (mostly) right. Winning them wasn&#8217;t obligatory &#8211; you got sent down a different path if you failed them. And more to the point, each button press was consist. Punching or dodging in a QTE used the same button as punch or dodge in a normal fight. It&#8217;s just that you&#8217;re dodging on reaction rather than in a pre-determined way.
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		<title>By: Barry</title>
		<link>http://www.rockpapershotgun.com/2007/11/06/quick-time-events/#comment-7736</link>
		<dc:creator>Barry</dc:creator>
		<pubDate>Wed, 07 Nov 2007 09:31:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=544#comment-7736</guid>
		<description>I haven&#039;t had time to read the full comments, but I&#039;ve seen a few mentions I wanted to make. I&#039;m going to go ahead and take a seat in the largely unconditional no-to-QTE camp, although I do agree this is largely an issue of these kind of mechanics outside games where they aren&#039;t the main format of interaction (ie Fahrenheit)

Two reasons, the first mentioned just above:

1/  I can&#039;t watch what&#039;s happening because I&#039;m watching for the on-screen indicators so the complex award-winning animation of my character pantsing the unfortunate opponent is lost on me, and I&#039;m not there to entertain anyone else in the room. (Bright red face and swearing is normally more amusing for by-standers anyway)

2/ The QTE input generally has little or no relation to the normal interface of the game, being an arbitrary timed memory test of your beloved control pad. As such, they might as well black over the screen and put up a message saying &quot;Please enter this button sequence to prove you are worthy of playing the rest of this game&quot;.

To elaborate - well, I&#039;ve used a Playstation pad for 10 years alone and I&#039;m more than familiar with the Xbox one but in honesty, if you were to call out a button sequence to me I would hesitate before hammering it in because I just don&#039;t think in terms of button names or colours. I&#039;d have to actually look at the pad to memorise that stuff, and funnily enough I rarely engage this device with my eyes.

Controls of a game are learned initially from that quick reference diagram but eventually you forget it&#039;s X to reload in Halo 2 or B to bash someone on the nose because the brain just links muscle memory to a concious action. QTEs by-pass that kind of learning generally, even if they establish a kind of per-event control analogy - to use the Jericho demo QTE, representing each arm with a button , the feet with another and so on.

Basically, it severs the man/machine interface you&#039;ve established and returns you to pressing buttons on a control pad.</description>
		<content:encoded><![CDATA[<p>I haven&#8217;t had time to read the full comments, but I&#8217;ve seen a few mentions I wanted to make. I&#8217;m going to go ahead and take a seat in the largely unconditional no-to-QTE camp, although I do agree this is largely an issue of these kind of mechanics outside games where they aren&#8217;t the main format of interaction (ie Fahrenheit)</p>
<p>Two reasons, the first mentioned just above:</p>
<p>1/  I can&#8217;t watch what&#8217;s happening because I&#8217;m watching for the on-screen indicators so the complex award-winning animation of my character pantsing the unfortunate opponent is lost on me, and I&#8217;m not there to entertain anyone else in the room. (Bright red face and swearing is normally more amusing for by-standers anyway)</p>
<p>2/ The QTE input generally has little or no relation to the normal interface of the game, being an arbitrary timed memory test of your beloved control pad. As such, they might as well black over the screen and put up a message saying &#8220;Please enter this button sequence to prove you are worthy of playing the rest of this game&#8221;.</p>
<p>To elaborate &#8211; well, I&#8217;ve used a Playstation pad for 10 years alone and I&#8217;m more than familiar with the Xbox one but in honesty, if you were to call out a button sequence to me I would hesitate before hammering it in because I just don&#8217;t think in terms of button names or colours. I&#8217;d have to actually look at the pad to memorise that stuff, and funnily enough I rarely engage this device with my eyes.</p>
<p>Controls of a game are learned initially from that quick reference diagram but eventually you forget it&#8217;s X to reload in Halo 2 or B to bash someone on the nose because the brain just links muscle memory to a concious action. QTEs by-pass that kind of learning generally, even if they establish a kind of per-event control analogy &#8211; to use the Jericho demo QTE, representing each arm with a button , the feet with another and so on.</p>
<p>Basically, it severs the man/machine interface you&#8217;ve established and returns you to pressing buttons on a control pad.
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		<title>By: The Unshaven</title>
		<link>http://www.rockpapershotgun.com/2007/11/06/quick-time-events/#comment-7728</link>
		<dc:creator>The Unshaven</dc:creator>
		<pubDate>Wed, 07 Nov 2007 04:29:09 +0000</pubDate>
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		<description>This is fascinating for me, since I&#039;m going to be chewing on QTEs as part of a PhD I&#039;ve started on storytelling in New Media.

My summary so far boils down to:  &quot;Don&#039;t do it.  They suck.&quot;

Particularly for Reason 1 cited by Frosty840.  If you&#039;re paying attention to the screen interface, you&#039;re not paying attention to the contents of the screen - the world and the story.

Apparently it looks great to observers though.

When I was playing - or trying to play - Fahreinheit, I thought that this was a game I could imagine a movie theatre full of people playing (or suffering through.)  Everyone gets a controller, and the game averages out how well we do at the little simon-says games or whatever and then moves us on to the next bit.

QTEs are bringing us to what game-journalism claimed as soon as CD-ROM drives became in-vogue: That games are &#039;interactive cinema.&#039;</description>
		<content:encoded><![CDATA[<p>This is fascinating for me, since I&#8217;m going to be chewing on QTEs as part of a PhD I&#8217;ve started on storytelling in New Media.</p>
<p>My summary so far boils down to:  &#8220;Don&#8217;t do it.  They suck.&#8221;</p>
<p>Particularly for Reason 1 cited by Frosty840.  If you&#8217;re paying attention to the screen interface, you&#8217;re not paying attention to the contents of the screen &#8211; the world and the story.</p>
<p>Apparently it looks great to observers though.</p>
<p>When I was playing &#8211; or trying to play &#8211; Fahreinheit, I thought that this was a game I could imagine a movie theatre full of people playing (or suffering through.)  Everyone gets a controller, and the game averages out how well we do at the little simon-says games or whatever and then moves us on to the next bit.</p>
<p>QTEs are bringing us to what game-journalism claimed as soon as CD-ROM drives became in-vogue: That games are &#8216;interactive cinema.&#8217;
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		<title>By: Frosty840</title>
		<link>http://www.rockpapershotgun.com/2007/11/06/quick-time-events/#comment-7723</link>
		<dc:creator>Frosty840</dc:creator>
		<pubDate>Wed, 07 Nov 2007 02:17:15 +0000</pubDate>
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		<description>I completely disagree that God of War implemented QTEs well.
Two points to that:
(1) I CAN&#039;T WATCH THE DAMNED CUTSCENE IF I HAVE TO KEEP WATCHING FOR BUTTONS TO APPEAR. STOP THAT, YOU EVIL BASTARDS.
(2) These mini-QTEs that people seem to be saying worked well? I&#039;m gonna go ahead and assume that those were the ones you pulled off against some of the standard enemies in order to make them easier.
I activated ONE of those ONCE, when the game was (in theory) explaining how to do them. And I didn&#039;t do it right. And it never even activated again, and I kept going back into that room for nearly an hour, fighting and refighting the same damned creatures.
Broken. System.</description>
		<content:encoded><![CDATA[<p>I completely disagree that God of War implemented QTEs well.<br />
Two points to that:<br />
(1) I CAN&#8217;T WATCH THE DAMNED CUTSCENE IF I HAVE TO KEEP WATCHING FOR BUTTONS TO APPEAR. STOP THAT, YOU EVIL BASTARDS.<br />
(2) These mini-QTEs that people seem to be saying worked well? I&#8217;m gonna go ahead and assume that those were the ones you pulled off against some of the standard enemies in order to make them easier.<br />
I activated ONE of those ONCE, when the game was (in theory) explaining how to do them. And I didn&#8217;t do it right. And it never even activated again, and I kept going back into that room for nearly an hour, fighting and refighting the same damned creatures.<br />
Broken. System.
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		<title>By: Tank</title>
		<link>http://www.rockpapershotgun.com/2007/11/06/quick-time-events/#comment-7712</link>
		<dc:creator>Tank</dc:creator>
		<pubDate>Tue, 06 Nov 2007 23:44:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=544#comment-7712</guid>
		<description>Qte, much like bullet time, hdr, and motion blur before it, is a tool that can heighten the expeirience in a game ten fold.

But like most good things, if used too much, or incorrectly, it falls flat on its arse, its too easy to look at jericho and dismiss qte, because the game is already hobbling before it uses that particular crutch, lets be honest, i free reach around from a hot lady as in ingame effect isnt going to make it a good game, qtes have little or nothing to do with that.

Games like god of war, tomb raider, and more importantly resident evil 4 have all shown how qte&#039;s can be used concisely and effectively, but as with most new gaming &quot;fad&quot; tech, its overuse tends to bring shame on it, which doesnt seem fair at all.</description>
		<content:encoded><![CDATA[<p>Qte, much like bullet time, hdr, and motion blur before it, is a tool that can heighten the expeirience in a game ten fold.</p>
<p>But like most good things, if used too much, or incorrectly, it falls flat on its arse, its too easy to look at jericho and dismiss qte, because the game is already hobbling before it uses that particular crutch, lets be honest, i free reach around from a hot lady as in ingame effect isnt going to make it a good game, qtes have little or nothing to do with that.</p>
<p>Games like god of war, tomb raider, and more importantly resident evil 4 have all shown how qte&#8217;s can be used concisely and effectively, but as with most new gaming &#8220;fad&#8221; tech, its overuse tends to bring shame on it, which doesnt seem fair at all.
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		<title>By: ryan in exile</title>
		<link>http://www.rockpapershotgun.com/2007/11/06/quick-time-events/#comment-7703</link>
		<dc:creator>ryan in exile</dc:creator>
		<pubDate>Tue, 06 Nov 2007 22:19:42 +0000</pubDate>
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		<description>They have their place.  

I loved them in RE4, they kept indigo prophecy tense, and where usually fun (and failable without dire consequences) in shenmue.

However, I hated them in Jericho.  Jericho is also a rubbish.

But the QTEs in Jericho are extra bad for being in &lt;b&gt;The First Person&lt;/b&gt; it robs control from you in a much more literal manner.</description>
		<content:encoded><![CDATA[<p>They have their place.  </p>
<p>I loved them in RE4, they kept indigo prophecy tense, and where usually fun (and failable without dire consequences) in shenmue.</p>
<p>However, I hated them in Jericho.  Jericho is also a rubbish.</p>
<p>But the QTEs in Jericho are extra bad for being in <b>The First Person</b> it robs control from you in a much more literal manner.
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		<title>By: Masked Dave</title>
		<link>http://www.rockpapershotgun.com/2007/11/06/quick-time-events/#comment-7702</link>
		<dc:creator>Masked Dave</dc:creator>
		<pubDate>Tue, 06 Nov 2007 22:06:16 +0000</pubDate>
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		<description>So the conclusion of this discussion, QTEs are a mixed bag which some people just hate, but really it depends on how they are implemented. (And I&#039;m willing to bet that those people who hate them have only played the bad versions.)

The first time I came across them was Resident Evil 4 on the GameCube, I was completely not expecting them and would usually forget, relaxing to watch a cutscene take place when suddenly: WOAH! SHIT! A! A! A!  

I loved those moments for just really ramping up the old adrenaline.

The way I&#039;ve always seen them was like the rhythm action game of an action movie, if that makes sense.</description>
		<content:encoded><![CDATA[<p>So the conclusion of this discussion, QTEs are a mixed bag which some people just hate, but really it depends on how they are implemented. (And I&#8217;m willing to bet that those people who hate them have only played the bad versions.)</p>
<p>The first time I came across them was Resident Evil 4 on the GameCube, I was completely not expecting them and would usually forget, relaxing to watch a cutscene take place when suddenly: WOAH! SHIT! A! A! A!  </p>
<p>I loved those moments for just really ramping up the old adrenaline.</p>
<p>The way I&#8217;ve always seen them was like the rhythm action game of an action movie, if that makes sense.
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