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Insomniac Games responds to the QTE criticism in Spider-Man for PS4

hodgy100

Member
Christ you lot acting like the criticism isn't valid because it isnt the majority of the game.

I'm excited for this game and think that using QTE's as a crutch for non-interactive sequences isnt great.

i dream of a day a dev snaps and answer "it's my fucking game and i'll do it how i fucking want it"

and i don't care about Spiderman and hate QTE

phil fish

but seriously games this big arent controlled by any single person. They would get the sack for saying what you quote.
 

IaN_GAF

Member
Honestly I don't care if it's just for set-piece moments, no single moment in games should have that amount of QTEs anymore. It's time for them to go.
No single moment in games? Because you don't like them they should just completely dissappear altogether?

Huh.
 

AmuroChan

Member
The cynical part of me thinks a lot of these complaints are coming from haters who's mad that this game is exclusive. I'm quite certain that Insomniac had already addressed the QTE question multiple times at various interviews during E3.
 

____

Member
"too many breaks from actual gameplay" he said, having not actually played the game.

Fucking sigh.

This is the part that bothers me the most lol.

Zero idea of what the final game holds, but hey, let me just shit on what I'm incorrectly assuming it -might- be, based on pure conjecture.
 

SeppOCE

Member
There you go.

QTE in set pieces only.

Much better than just sitting and watching a cutscene.


I prefer just watching the cutscenes rather than being forced to interact with it. It'd be cool if they gave us the option to watch those moments instead of pressing a button on command.
 
Honestly I don't care if it's just for set-piece moments, no single moment in games should have that amount of QTEs anymore. It's time for them to go.

I think it's up to the devs to decide if they think QTEs are a good mechanic or not. Also to not implement them in a shoddy way, of course.

There are great games where huge part of their greatness is due to QTEs.
 

theWB27

Member
Christ you lot acting like the criticism isn't valid because it isnt the majority of the game.

I'm excited for this game and think that using QTE's as a crutch for non-interactive sequences isnt great.

It's just silly right now because the lot of you have no idea how intrusive it is over the course of the game.
 

EBreda

Member
It's a cutscene that you get the watch time and time again if you fail to press a button. Can't see how that's fun, but who am I to judge what other people like or not.

I'd rather have a proper unfailable cutscene.
 

Jawmuncher

Member
I asked on twitter but I hope Inspmniac adds a no fail option for QTEs for those whose disabilities or children who have trouble with them,
 

CJY

Banned
Honestly I don't care if it's just for set-piece moments, no single moment in games should have that amount of QTEs anymore. It's time for them to go.

I think that's just patently absurd. I'm not trying to defend QTE as I believe sometimes they are done badly... but I think if anything, the phraseology of "QTE" needs to die, because if you break it down, every press of a button in certain genres of games are QTEs. Take Fighters for examples, you need to input a series of commands in quick succession to make your character do something.

Bottom Line: Saying QTEs need to go means that you want games to cease to exist as a medium. Maximal Absurdity.
 

13ruce

Banned
Why still use QTE's tho? Hardware of consoles is powerfull enough to do those things in realtime gameplay wise.
 

Alienous

Member
Are you saying that the set piece shown off in the trailer would be better if it was fully controllable? I don't really see how personally. Feel free the enlighten.

It's an interactive cutscene that would be, without QTE, completely passive.

I'm saying that QTEs, in my opinion, are a failure of game design. They aren't a challenge, they're just there to make sure you don't fall asleep while you watch part of a movie.

The fact that without QTEs it would be "completely passive", in your words, is part basically the problem. QTEs are a way of pretending some sequence isn't "completely passive" when it basically is.

Care to explain how those crazy moments should play out instead? You're still being asked to look at, run toward, and aim things to then respond to. Pressing a timed button is not so far removed from tapping and timing button taps during normal gameplay for this kind of hyperbole.

I'd say good game design is a case of designing based on your core mechanics. If that means that a set-piece doesn't fit within the constraints provided by your core mechanics then I'd argue it doesn't belong, or should just be made a cutscene (in which case the lack of real interactivity would become evident).


Or they can just do what they're doing. I'm not advocating for a boycott, I'm just saying that I think reliance on QTEs to achieve a set-piece is a game design flaw.
 

Shredderi

Member
"too many breaks from actual gameplay" he said, having not actually played the game.

Fucking sigh.

I don't have strong opinion on the matter but this argument doesn't hold in 2017 anymore. We have had so, so many games with these types of QTE setpieces that we already know what they are and if people felt that they took too much control too many times from the actual gameplay then they can extrapolate those experiences here as well without having played this particular game.

I think the game looks good and you couldn't really convey these types of crazy setpieces without the usage of QTEs. I don't want them in most games but I feel like I can tolerate them in here, but I fully appreciate and understand people who hate them so much that they have had enough of them at this point.
 

RoadHazard

Gold Member
It's amazing how some people with no connection to the development of the game apparently know how much of it is QTEs solely from an 8-minute demo, the vast majority of which was not QTEs.
 

adamsapple

Or is it just one of Phil's balls in my throat?
Why still use QTE's tho? Hardware of consoles is powerfull enough to do those things in realtime gameplay wise.

I guess in some cases developers want to take 'control' away from the player so they can have the player focus on the big expensive effects-filled shot.
 
Why still use QTE's tho? Hardware of consoles is powerfull enough to do those things in realtime gameplay wise.

The stuff we saw in the QTEs? No, not without some significant changes.

I think QTEs are fine in Spiderman because it's a super hero game. It needs to balance showing Spidey as a hero in crazy circumstances which gameplay doesn't always show off well.

The demo did a good job of demonstrating that via its setpieces in a way pure gameplay just couldn't given what the game is.
 

Rhanitan

Member
I don't think anyone though otherwise. The problem is I don't want big sections of the game where I feel like i'm not doing the spider manning myself.
 
I'm saying that QTEs, in my opinion, are a failure of game design. They aren't a challenge, they're just there to make sure you don't fall asleep while you watch part of a movie. I'd say good game design is a case of designing based on your core mechanics. If that means that a set-piece doesn't fit within the constraints provided by your core mechanics then I'd argue it doesn't belong, or should just be made a cutscene (in which case the lack of real interactivity would become evident).
Well then I vehemently disagree with you. QTEs can be done well, like in Shenmue, where failure to interact means things can still play out, but now in a different manner. Not just a passive moment.

In the case of Spider-Man, for instance, failing some of the QTEs could result in a different outcome for the civilians caught in the situation, and thus lower rewards or a different outcome in the major narrative application of the game. Designing around core mechanics is one thing, but limiting yourself to just those and not allowing epic scale for a property such as Spider-Man in which moments take place that the core mechanics cannot sufficiently cover is no reason to cut them out when you can still make them interactive.
 

Timeaisis

Member
I mean, a QTE is a QTE. It's not like it magically isn't when it's in setpiece.

It doesn't really bother me, it's just this answer amounts to literally nothing, and I'm surprised this is even a thread.
 

hodgy100

Member
It's just silly right now because the lot of you have no idea how intrusive it is over the course of the game.

They presented a gameplay segment of the game that they feel is representative of the final product. Like most games (like UC ) you increase linearity and remove player control as the stakes increase. this game does it till you are essentially watching a cutscene with button prompts. UC at least integrates gameplay mechanics into its superlinear moments so that they aren't reduced to having to show button prompts. instead its much more intuitive as you feel like you are making use of regular gameplay to still control the player despite it being heavily scripted.

How often its used doesn't make it not a potentially bad design decision.

Well then I vehemently disagree with you. QTEs can be done well, like in Shenmue, where failure to interact means things can still play out, but now in a different manner. Not just a passive moment.

I'm sorry but as a shenmue fan, The QTE's were not fun and they show their age today. I often wish they were replaced with combat.

In the case of Spider-Man, for instance, failing some of the QTEs could result in a different outcome for the civilians caught in the situation, and thus lower rewards or a different outcome in the major narrative application of the game.

and this is fun how? the game throws an unexpected button prompt at you and you fail it meaning you have to replay that section to get a better score, i dont think its particularly fun.

Designing around core mechanics is one thing, but limiting yourself to just those and not allowing epic scale for a property such as Spider-Man in which moments take place that the core mechanics cannot sufficiently cover is no reason to cut them out when you can still make them interactive.

As ive already said uncharted 4 achieves high octane sequences without relying on QTE's
 

mlclmtckr

Banned
I get that people are defensive about this game but guys you don't have to cape for QTEs of all things. They're still bad, even if they're rare in the game.
 

Nameless

Member
The skilled based traversal and sandboxes feel of the combat are easily what has me excited about the most. If they nail that stuff it'll be something I play for a long long time.
 

Amir0x

Banned
Pressing X in cutscenes versus pressing nothing. Really this is a ridiculously minor issue if it is just during cutscenes. Like barely worth wasting breath in type of issue.
 
This is the part that bothers me the most lol.

Zero idea of what the final game holds, but hey, let me just shit on what I'm incorrectly assuming it -might- be, based on pure conjecture.

I have no horse in this race, but I disagree somewhat with this. The devs chose a certain sequence of events to show off a chunk of what to expect in the final product, it's completely fair to criticize what's there and express concern over certain things as long as people don't go nuts about it.
 

CJY

Banned
It's a cutscene that you get the watch time and time again if you fail to press a button. Can't see how that's fun, but who am I to judge what other people like or not.

I'd rather have a proper unfailable cutscene.

Considering the flow of the trailer, I truly believe to have had a non-interactive segment there would have done more to break a players immersion in the action than anything. That is the definition of a set piece in AAA games. The non-interactive cut scene comes at the end of the Set Piece. AAA game design 101.
 

Boke1879

Member
Using QTEs is just lazy.

Then you'd sit there and just watch a cutscene.

Yall really make a big deal over the small shit. 95% of that demo was you controlling the character. Then you had a small QTE sequence to stop a crane and Heli from falling.


Seriously people complaining about this are really digging deep.

Most people don't care about QTE's. They didn't car about em in God of War, MGS Rising, and it won't be an issue here.
 

joshcam19

Member
Even the walking sim UC4 gave you full control over the chase setpiece. This is just some on rails bs

Walking Sim? UC4? This has to be an inside joke that I'm missing.

There were just a few QTE's during the crane sequence and everybody was losing their mind, clearly that is not the entirety of the game and it makes since for those short cinematic sequences.
 

RoadHazard

Gold Member
Why still use QTE's tho? Hardware of consoles is powerfull enough to do those things in realtime gameplay wise.

How the heck do you propose they do the crazy crane sequence in regular gameplay? There's no way. It also wouldn't look as "movie-cool", for obvious reasons.
 

HardRojo

Member
Because those types of QTEs suck too
For you. I'm fine with QTEs that make sense and don't appear out of nowhere after the cutscene has already been going for like 30 seconds.

It's like some people see QTE and their brain defaults to hate mode even if they are well-implemented.
 

____

Member
I have no horse in this race, but I disagree somewhat with this. The devs chose a certain sequence of events to show off a chunk of what to expect in the final product, it's completely fair to criticize what's there and express concern over certain things as long as people don't go nuts about it.

I agree with that, but you'd have to also agree that people have taken this "Spiderman is nothing but QTEs!" thing overboard. There's nothing in the demo that supports that.
 

ShutterMunster

Junior Member
I'm upset that they even dignified this with a response.

I have no doubt in my mind that the people who rage against QTEs are a vocal minority. The sequences in Spider-Man would be infinitely more difficult if you had to actually perform them. QTEs are simple as fuck to execute, I don't understand this intense fear of instafails. How poor of a player do you have to be to constantly fail single button prompts? How disengaged with the game do you have to be to miss them?
 

phanphare

Banned
I'm not going to act like Spider Man didn't have a poor showing at Sony's conference but with Insomniac at the helm I feel like the gameplay will be there and will be good

not sold on the feel of the world yet though, they're going to have to convince me that they get the Spider Man universe because what I've seen so far hasn't convinced me, though that's almost 100% on the character designs and art style not really being to my liking.

nitpicks aside this game looks primed to be the best Spider Man game in years even with my concerns so :shrug:
 
MGS Rising is my go to example for why I like QTEs.

Not having QTEs in that game and replacing them with passive cutscenes would've made that game worse and actually reduced some of my excitement and enjoyment while playing it.
 

Ripenen

Member
Back when RE4 came out someone brought up a pretty good point in criticizing the QTE parts of that game. He said they frustrated him because during the QTE Leon is doing flips and all this acrobatic shit, then when you actually control him he moves like a tank. That's my only issue with QTEs and it's pretty nitpicky.

It depends on the game as well. A dramatic cutscene that plays a pivotal role in the story should just let the story be the focus. A set piece that's just for show, fine do a QTE if you must.
 
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