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#1 compl3x

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Posted 21 June 2013 - 16:10

Just like the title says. QTEs, in my opinion, are overused, used unnecessarily, rarely add anything to game play, and can interrupt the flow of game play.

 

QTEs during cutscenes are even worse. Instead of watching the cutscene you are trying to pay attention to when the prompt appears. Cutscenes used to provide a momentary respite; a time to stretch your fingers, crack your knuckles, take a sip of your preferred beverage and take pride in your accomplishment. Now? You sit there like a moron waiting for a pointless prompt lest you die in the cutscene and have to start it all over again. This is QTE anxiety. We don't even know which games they are going to be in so we are all sitting there waiting for a prompt which may or may not even appear.

 

It makes gaming feel more like a chore than entertainment.

 

</rant>

 

 

Feel free to agree with me below.  :angry:




#2 Jason Stillion

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Posted 21 June 2013 - 16:13

QTE's have a place when used correctly, but can easily be abused, or used too much to compensate for bad game design. 

 

QTE's in cutscenes, don't feel smooth / fluid with me. Agree with the break in immersion.

The only time I've seen this work (qte/cutscene) is in mass effects with the Paragon/Renegade choices.



#3 Louisifer

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Posted 21 June 2013 - 16:22

If used right and not to often I don't mind them. The new Tomb Raider annoyed me, there were a few times in that game where it refused to accept my button presses even though it was perfectly timed :\



#4 exotoxic

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Posted 21 June 2013 - 16:22

I agree, the ones in tomb raider were terrible,  especially the ones which don't even tell you which button to press :/



#5 OP compl3x

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Posted 21 June 2013 - 16:25

I think even when they are used right, which is very rare, I don't want to do them because so many games using them wrong have turned me off of them.

 

Now in every game you are sitting there waiting for them. We're like monkeys in the zoo waiting for the little pellets to drop out for us.



#6 TheExperiment

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Posted 21 June 2013 - 16:32

If used right and not to often I don't mind them. The new Tomb Raider annoyed me, there were a few times in that game where it refused to accept my button presses even though it was perfectly timed :\

No, they were just programmed weirdly.  You had to press the button AFTER the circle went into the other circle, which was bizarre.

 

I have yet to mind QTEs terribly much except in a few instances where I didn't actually have time to press them or I couldn't actually see what button to press for some goofy reason like them deciding to slant the graphic or whatever.


Feel free to agree with me below.  :angry:

On that note I totally would if I agreed with you  :D



#7 Dashel

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Posted 21 June 2013 - 16:38

I generally hate QTE's too.  A good example was NFS: The Run - absolutely no reason to add silly QTE driven cinematics.



#8 Louisifer

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Posted 21 June 2013 - 16:38

I can agree they were programmed weirdly, you shouldn't have to die a few times to learn the timing on the presses, the challenge should be from which button do I press next.



#9 theyarecomingforyou

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Posted 21 June 2013 - 16:41

QTEs are not fundamentally terrible. However, all too often they are used poorly and they break immersion in the game. The Half-Life franchise remains a fan favourite because the game immersed you in the universe - you didn't have a character talking out of nowhere; you didn't have cutscenes that took control away from the player; you didn't have QTEs or button bashing for action scenes; you didn't have an inventory screen to fiddle with, etc. Far Cry 2 was another game to do this very well. Don't get me wrong, both Tomb Raider and Far Cry 3 were excellent games but I found the QTEs to be unnecessary and they reduced the immersion.

 

Games should be trying to improve immersion and flashing a giant coloured button on screen is not going to achieve that. Technologies like Kinect, Leap Motion and the Oculus Rift offer new ways to interact with games and developers should take advantage of them.



#10 HawkMan

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Posted 21 June 2013 - 16:44

Generally I find that QTE's (they're not really) in cut scenes aren't necessary. in fact I don't think I've seen any game where yo have to do them, they just provide minor changes to the story. ME being one of those that provide a bit bigger change to the story, but it's durign interactive talk scenes anyway so you have to pay attention anyway. 



#11 Phouchg

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Posted 21 June 2013 - 16:52

Press T to have me agree with you.

 

Though I feel QTEs could still benefit an action game if implemented in such a way so that failing to complete some part of them (or missing out at all, depending on circumstances) does not mean failure, but only progressively less success, providing an alternate, suboptimal way.

 

You know what really sucks? Checkpoints. Show me a single modern game where checkpoint system doesn't solely add to the grind and instead allows to approach a certain problem differently. Throw QTEs in that mix and I write the game off near immediately no matter how good the rest of stuff is.



#12 BajiRav

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Posted 21 June 2013 - 16:53

I think they add to immersion when done right. I still remember that QTE at the end of CoD:MW, I didn't anticipate it but it felt really awesome.



#13 TheExperiment

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Posted 21 June 2013 - 16:55

Generally I find that QTE's (they're not really) in cut scenes aren't necessary.

People used to have the same complaint about having cutscenes at all.



#14 OP compl3x

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Posted 21 June 2013 - 17:11

Another complaint is that in some games if you miss a QTE and the game continues on you think "######, does that matter? Is it going to alter the game? I wasn't expecting it!"



#15 HawkMan

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Posted 21 June 2013 - 17:31

People used to have the same complaint about having cutscenes at all.

 

Doesn't seem like I wrote what I intended to write. Well, I did. it just didn't come out right :)

 

what I meant by that is that you don't actually have to press them, you can just ignore them and the cut scene and game will progress just fine without you. it's just there for added immersion into the story for that that want it (do you want tio kill the dude or let him die by those angry villagers, Maybe you wount to punch this little a hole while interrogating, if you don't that fine to)