The QTEs being instant-death and giving the player half the time to react at 60 FPS (on PC at least) is bad game design.
If the fail state is interesting or funny, I think it can make for something more memorable. In general, repeat QTEs are brief... if it makes me watch a minutes-long unskippable scene every time, yeah, that would suck.Yeah but my point is - at least a cutscene only plays once, and gets the story across. A failed QTE has to play twice (or more), meaning it's neither a success as gameplay, nor as a cutscene any more.
Until Dawn was QTE: The Game.
I loved it and hated it at the same time.
Maybe make the cutscenes better (or at least shorter) if that's a problem.To keep you from falling asleep and to get you to pay attention to the max. It's an effective trick.
To feel engaged
And to also make people laugh.
Ain't much else to it
Yeah it's interesting that Resident Evil 4 - one of the most praised games of all time - along two other fan-favorites (Shenmue and God of War) made QTEs what they were for a long time. But suddenly QTEs became a sign of bad and lazy game design?!
being engaged in the game. rather than just a simple in-game cinematic playing
Yes, the QTEs in RE4 are shit, too. It even has them in some cutscenes and you better not be sipping on your drink or whatever, because they are instant kills.
Yeah, Until Dawn did exactly that.I didn't really get the point of adding "failable" in there, but now that I think about it if there were QTEs where your button options detirmined what happened, but they finished regardless, it could be pretty great. I'm sure that's been done before.
theyre a very artificial way to "engage" the player.
QTEs add nothing.
Going to have to disagree very hard here
Microwave snake would not have been the same if it was just a cutscene,
Several spoilerffic moments in The KH3 DLC wouldn't have been the same if it was just a cutscene
(almost made that awful story worth it actually, ...almost)
The entirely of Asura's Wrath wouldn't have been as fun if it was simply animated film (though it probably would have been just as pleasing to look at I bet)
I think that QTE's are simply tools and just like tools in real life, they can be used rather skillfully or very poorly.
fair enough. There are certain instances like Asura's Wrath where they're fine and that's because the game is designed around them.
But for the most part, like in OPs example. They're a really cheap way to have "engaging" cutscenes.
I love deadly premonition. Finally played it last month but the absolute worst part was the instant fail QTEs that set the player back a few minutes and felt like they added nothing.
Thanks for reminding me, I gotta go back and finish it, and you are very right, they are pretty bad there.
Felt like Swery was smoking a different blunt then usual when he came up with those, unlike the rest of the game lol
i like how they work in Yakuza they usually occur during bosses and if you fail you are usually just damaged usually never outright killedI'm playing The Order 1886 - I know, please send your condolences this way. And among various baffling decisions, fail-able QTEs that cause your character to die are the most pointless. Clearly this isn't gameplay. Me playing Simon Says and being the developer's button-press monkey isn't fulfilling for anyone involved - either they or I.
But the stupid thing is that by making a piece of video - for that is what a cutscene, with or without QTE, is - something that can repeat, they rob it of any effect it may have had even in that limited capacity.
So to recap - QTE cutscenes fail as gameplay, but they also fail as story-telling devices when they have fail-states that cause them to repeat.
Or, in other words - there is no area of videogame development in which a player's failure more greatly reveals the developer's failure.
So I ask: what is the point?
Yes, it did.
Dynamite Deka/Die Hard Arcade is clearly the champ of this.
If you fail, you get into a fight that you otherwise wouldn't have had to. Or you take some damage that otherwise you wouldn't have had to. You get this cool change of pace, you get some neat camera angles, nothing gets repeated, and the player is still engaged.
QTEs are the only thing bad about Resi 4.
No. Bayonetta has the worst QTEs ever. I'm talking about the cinematic ones, I hate that they are so punishing to the player.The only good QTEs that not only worked but actually added to the experience are the old games - Shenmue, RE4, God of War, Bayonetta. After that it was all downhill, actively souring the gameplay experience.
It has always been the worst thing about an otherwise great game.
I'm sorry for going off topic, but this game looks amazing to me honestly. I would love indie games to embrace the blocky polygonal, PSX texture era like this.Dynamite Deka/Die Hard Arcade is clearly the champ of this.
If you fail, you get into a fight that you otherwise wouldn't have had to. Or you take some damage that otherwise you wouldn't have had to. You get this cool change of pace, you get some neat camera angles, nothing gets repeated, and the player is still engaged.
That one was awesome!I remember this one in Shenmue 2 where you're not supposed to press the button. Shit had me so frustrated.