Quick Time Event Fails Montage - Out of Order: 1886

Written By Kom Limpulnam on Kamis, 26 Februari 2015 | 15.06

@rebfaction The entire QTE concept is regressive crap.

The best games allow players to determine their own course of action, to create (or at least influence) events instead of merely reacting to them.  That's the whole point of "interactive entertainment":  it's not a movie or book or song where you simply absorb what is handed to you. Hell, even movies and books allow people to jump to individual scenes and chapters; likewise, albums and playlists let you skip to certain songs.  That's more options than QTEs give.

QTEs aren't much more than "Okay, you're in this situation, so press this button.  Hurry!  ...Okay, good.  Now here's another situation.  Press the button quickly again!"

That's "Dragon's Lair" gameplay --- and Dragon's Lair was great when it came out.... in 1983, no less.  32 years ago.

It's 2015 now, and games should allow players the freedom of choosing their own strategies; if a player plans poorly or has poor technique, then let them fail.  If a player is crafty and skilled, let them succeed.  Merely testing a player's reflexes in a "Simon Says" fashion is an archaic form of gameplay.

Even decent games with QTE (such as Heavy Rain & God of War, as mentioned by Ovirew below) are PS2-era games.  It is therefore not surprising when players complain about QTEs in newer "next-gen" games.


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