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

joe_zazen

Member
QTEs are cut-scenes with fail-states, so they are actually worse than cut-scenes.

And the core gameplay loop for Spiderman is mostly imaginary at the moment.

Once they show the game without the big set-pieces you'll see people react to that.

Do you know this to be true? Heavy Rain, for example had no fail states, just different outcomes.

& do you not like fail states? Or just not ones dependant on correct button presses with a time element?
 
You don't see how people complaining about a 1 or 2 QTE button presses every ten minutes (or more) of gameplay is, well, funny? I mean it's a few button presses out of tens of thousands.

I don't, even If that's how you look at it. I see people complaining about having control taken away from them for the sake of a cinematic set piece.

You said you won't play games that require you to button mash. Why? It's just a few button presses.
 
Do you know this to be true? Heavy Rain, for example had no fail states, just different outcomes.

& do you not like fail states? Or just not ones dependant on correct button presses with a time element?
Do the QTEs in Spiderman lead to alternate outcomes if you miss the timing? If so, they didn't show it.
 

joe_zazen

Member
I don't, even If that's how you look at it. I see people complaining about having control taken away from them for the sake of a cinematic set piece.

You said you won't play games that require you to button mash. Why? It's just a few button presses.

It's tens of thousands or more in a button mashy game which a) makes it feel like skill is unimportant, & b) is more likely to cause repetitive strain injury. So, not at all the same.

Besides, Asura's Wrath made me love QTEs.
 
It's tens of thousands or more in a button mashy game which a) makes it feel like skill is unimportant, & b) is more likely to cause repetitive strain injury. So, not at all the same.

Besides, Asura's Wrath made me love QTEs.

And QTEs don't make it feel like skill isn't important? It's exactly the same.
 

Morrigan Stark

Arrogant Smirk
I mean, it's still a cutscene. The difference is if you don't push the button at the right moment, you get to watch it again!
And that is exactly why QTEs are a failure of game design. If they aren't there, then nothing is lost. If they're there, but have a severe fail state, they are annoying and frustrating. If they aren't a severe fail state, they are useless.

QTEs were probably the shittiest "game design" trend popularized in gen 6 and 7, and I was glad to see them mostly gone this gen. Good thing I don't care about the Spiderman game, at least. :p

It's like some people see QTE and their brain defaults to hate mode even if they are well-implemented.
Because QTEs always suck. Never saw a single example of "QTEs done right", not once.

And what's the problem with those parts just being cutscenes?
Absolutely nothing, of course.

It is funny when people complain about having to press buttons on their plastic doodads when playing video games.
What an asinine statement. You could literally apply this to every criticism of any type of gameplay ever.
 
If it's a "set-piece blockbuster moment" whose intent is to feel cinematic, then just show a damn cutscene. Making players push buttons at the right time does nothing for immersion or player involvement, and actually only serves to take people out of experiencing all the detail you spent so much time on in your set piece because they're too busy watching for the next button prompt.
 

Van Bur3n

Member
It was just a funny meme... jeez.

With great memes comes great responsibility.

Honestly though, they should just get rid of that whole cinematic BS set piece and make it gameplay. Screw the crane crap, just have us chase after the helicopter while dodging shit and eventually throw us into that burning building you have to run through to end it all.

All gameplay, everyone is happy, and the game is better for it. Easy. QTEs have always been a means of adding interactivity to cutscenes too long for their own good. Time to gut the crap and actually have us play the video game.
 
Eh, don't really see the issue with this. Just felt like a God of War set piece moment to me.
Come on guys, it's a Spider-Man game, most of us are just going to play around in the open world most of the time.
 

joe_zazen

Member
And QTEs don't make it feel like skill isn't important? It's exactly the same.

Not to me. You have to hit the right buttons with time pressure. Button mashing is just randomly smashing buttons. I mean it's not brain surgery, but certain types of QTEs do require a little skill.
 
Don't know why Insomniac even dignified that guy's tweet with a response. There are more polite ways to make your point but then it's twitter so I'm not surprised.

I have no problem with the QTEs, would rather that than a custscene.
 
Not to me. You have to hit the right buttons with time pressure. Button mashing is just randomly smashing buttons. I mean it's not brain surgery, but certain types of QTEs do require a little skill.

Certain types of button mashing require skill too.

What QTEs have they shown that looked like they required skill?

Personal preference, what is it?
 

joe_zazen

Member
And that is exactly why QTEs are a failure of game design. If they aren't there, then nothing is lost. If they're there, but have a severe fail state, they are annoying and frustrating. If they aren't a severe fail state, they are useless.

QTEs were probably the shittiest "game design" trend popularized in gen 6 and 7, and I was glad to see them mostly gone this gen...


Because QTEs always suck. Never saw a single example of "QTEs done right".

See, I really liked Asura's Wrath and Heavy Rain and thought they were goood games, so absolute statements like the above make me wonder where the hate comes from.

Certain types of button mashing require skill too.

What QTEs have they shown that looked like they required skill?

Personal preference, what is it?

I think we have different definitions of button mashing. Asura's Wrath had lots, and the knife fight in RE4, iirc, wasn't a cakewalk.
 
See, I really liked Asura's Wrath and Heavy Rain and thought they were goood games, so absolute statements like the above make me wonder where the hate comes from.

How can you not understand people not liking the same things as you?

You're being obtuse if you think every post needs to start or end with IN MY OPINION to make it clear that a person is talking about their perspective and their opinion on the matter.
 

Allonym

There should be more tampons in gaming
Certain types of button mashing require skill too.

What QTEs have they shown that looked like they required skill?

Personal preference, what is it?

Well the ones that require you to press a button at a specific time requires skill as it's not something that everyone who plays the game will excel at. The same can be said for the one where you have to rotate the analog stick and subsequently press a button. You may disagree but not all gamers share equal levels of skill, timing, reflexes or hand-eye coordination.
 

joe_zazen

Member
Read my edit. You're being purposeful obtuse and I don't get why.

I don't like a thing /= thing has no value and is always shit. Absolute statements are absolute: this thread has some that reject QTEs as good game design in all forms. I don't get that. That's all.
 

RollerMeister

Neo Member
I hope they will make the QTE's extremely lenient and drop the whole "shrinking circle timing" gimmick, because it's really distracting, which is a shame since it's supposed to be a "blockbuster set-piece moment".

Edit: Actually, if they added an option in the games settings to allow QTEs to autocomplete, then that would be the best of both worlds.
 
If it's a "set-piece blockbuster moment" whose intent is to feel cinematic, then just show a damn cutscene. Making players push buttons at the right time does nothing for immersion or player involvement, and actually only serves to take people out of experiencing all the detail you spent so much time on in your set piece because they're too busy watching for the next button prompt.
It doesn't work like that. Pace it right, link the actions onscreen with the related controls, and you create a sense of connection between your actions and the actions onscreen.

Just saying it's a cutscene with prompts is really reductive. Compare the games that did it in that shitty manner like Resident Evil 4 and how Insomniac implemented their design here, and the difference is massive
 

Cracklox

Member
After watching that trailer, I thought the kinda-slightly-but-not-really batman predator/combat stuff would get the most criticism. But here we are at QTE's. Again.

Now I really don't have, and really had a problem with them in games, so long as its making what would otherwise be impossible to convey with regular gameplay into something slightly more interactive then watching a cutscene

Now, one thing I see cited often by people who are against them is 'they don't like control being taken away'. Ok, fair enough I guess, but in place would you prefer a cutscene which is doing exactly the same thing (taking control away) but you can safely switch your brain to non-interactive mode and put the controller down?

I'm sorry if that sounds facetious, but I'm genuinely interested. Each for their own and live and let live and all that
 

sense

Member
I do not want to sit back and watch a cutscene where spiderman does cool shit. Qtes arent ideal but it is better than nothing and it absolutely makes me feel like i am part of the action so people dismissing it as an useless alternative are wrong.
 
It doesn't work like that. Pace it right, link the actions onscreen with the related controls, and you create a sense of connection between your actions and the actions onscreen.

Just saying it's a cutscene with prompts is really reductive. Compare the games that did it in that shitty manner like Resident Evil 4 and how Insomniac implemented their design here, and the difference is massive

I've never felt connected in the way you're describing to a QTE action scene, even in Yakuza 0 which I otherwise love. Every QTE I've played has taken me out of the moment. I don't know how pervasive my experience is, so I may be in the minority on that, but QTEs definitely reduce my enjoyment of the cinematic aspect of those moments.
 
I can't believe the God damn crying 30 seconds caused, gamers are the fucking worst.

lol this. Jesus get a hold of yourself people.
Hope insomniac includes an easy mode for my babbys. And I hope they label it "babby mode" or "red balloon mode"

and Insomniac please ignore this thread and don't pull a Fuse on us.


anyways, is the behind doors E3 demo ready yet???? insom pls
 

Crossing Eden

Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
I've never felt connected in the way you're describing to a QTE action scene, even in Yakuza 0 which I otherwise love. Every QTE I've played has taken me out of the moment. I don't know how pervasive my experience is, so I may be in the minority on that, but QTEs definitely reduce my enjoyment of the cinematic aspect of those moments.
Did you play TLOU, Arkham Knight, or UC4?
 
Did you play TLOU, Arkham Knight, or UC4?
What QTEs are in UC4?

UC4 is a nice example of getting big bombastic scenes without them. You do have to mash triangle at times, but that's consistent in their melee system. Event the ending boss battle was more a matter of new controls (triangle and circle to block attacks) than QTEs.
 

Crossing Eden

Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
People will complain about anything...

Give them full on cutscenes see what they say.
Do you not see all the people ITT saying that? We're not talking MGS4 cutscenes or hell even MGS5 cutscenes.

What QTEs are in UC4?
Look at the gif I posted a couple pages back to illustrate how seamlessly ND implements their QTEs.
There's also the final boss being one long QTE counter taken almost straight out of the order 1886...
 
lol this. Jesus get a hold of yourself people.
Hope insomniac includes an easy mode for my babbys. And I hope they label it "babby mode" or "red balloon mode"

and Insomniac please ignore this thread and don't pull a Fuse on us.


anyways, is the behind doors E3 demo ready yet???? insom pls

Tells people to get a hold of themselves, then calls them babies for not liking a specific design choice.

People will complain about anything...

Give them full on cutscenes see what they say.

'Thank you'
 

J@hranimo

Banned
Since people can't stop complaining about a vertical slice set piece built for e3

1RVfoVK.png

Alright cool, the only thing I was ehh about. Hype fully restored let's go!
 
I noticed.


But here's where the contradiction lies in that, he's jumping but then Spiderman, not me-->the player, uses webs on his own. And if O is for dodging, then why the is prompt for dodging being used yet again for webs to stick things to the building. It's not very consistent with the core gameplay.

Yeah I edited that it could be communicated better, but I don't follow about the prompt for webs to stick to the building using circle. When this happens Spidey is running and is evading the piece of crane that slams right in front of him. Hence dodging is the main movement, similar to how the crane portion starts with him doing jumps that swing him around the crane. This is stuff that is likely well beyond what you can achieve with regular player controls and the whole point for stuff like QTE until we can control stuff with our mind using Emotiv headsets or whatever as a norm :p

Agree that the button styles themselves should match more, but they need to design them in a variety of ways so its hopefully something they iron out.
 
It doesn't work like that. Pace it right, link the actions onscreen with the related controls, and you create a sense of connection between your actions and the actions onscreen.

Just saying it's a cutscene with prompts is really reductive. Compare the games that did it in that shitty manner like Resident Evil 4 and how Insomniac implemented their design here, and the difference is massive
They really aren't that different. In both situations the sequence would be served just as well, if not better, if it was either fully controlled by the player or just a cut scene.

QTEs are always this weird half measure that takes away from the enjoyable parts of either a cut scene or game play and doesn't really add anything that couldn't be done in a more enjoyable way. If your aim is to create a sense of connection, you're going to do a better job by letting the player fully control the character, and if your aim is to convey something that can't be conveyed fully through game play, adding a couple button presses is just a nuisance that takes away from any spectacle that's being shown.
 

Crossing Eden

Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
Yeah I edited that it could be communicated better, but I don't follow about the prompt for webs to stick to the building using circle. When this happens Spidey is running and is evading the piece of crane that slammed into the building in front of him. Hence dodging is the main movement, similar to how the crane portion starts with him doing jumps that swing him around the crane. Stuff thats likely well beyond what you can achieve with regular player controls.

Agree that the button styles themselves should match more, but they need to design them in a variety of ways so its hopefully something they iron out.
Circle is counter tho?
Also this is a bit unrelated but I hope there's a way to turn off that slowmo thing during encounters.
 
Circle is counter tho?
Also this is a bit unrelated but I hope there's a way to turn off that slowmo thing during encounters.
Circle is counter / dodge. Yes. He dodges out of the way of that piece of crane that smashes in front of him and also throws out some web to hold it there.
 

Van Bur3n

Member
I do not want to sit back and watch a cutscene where spiderman does cool shit. Qtes arent ideal but it is better than nothing and it absolutely makes me feel like i am part of the action so people dismissing it as an useless alternative are wrong.

Why does it have to be "nothing"? Why not just have actual gameplay with no cutscene BS at all? What better way to feel like you're "part of the action" then actually taking action by playing? Have we all forgotten the medium for which this is all taking place on? You know, video game?
 
Cutscenes actually give the devs and players less options. And they're more jarring and break the flow of gameplay. Here, the devs can modulate, alter, and shift controls and scale as needed without being limited to regular gameplay and controls while remaining in-game. This segment switches from the complicated crane rescue to webswinging chase to collapsing interior to contextual dodging/fighting on the helicopter

And further more the two main prompted moments - saving the crane and saving the helicopter - use the same controls that the players use in regular gameplay (X to jump off the crane, shoulder buttons for webs)
 
Why does it have to be "nothing"? Why not just have actual gameplay with no cutscene BS at all? What better way to feel like you're "part of the action" then actually taking action by playing?Have we all forgotten the medium for which this is all taking place on? You know, video game?

For some reason people see look at QTEs and see them as a choice between this or a cutscene, whereas I see it as a choice between QTEs and better designed set pieces.
 
Tells people to get a hold of themselves, then calls them babies for not liking a specific design choice.

its a tiresome arguement for me. all the spiderman threads have been plagued with it over and over. I'm glad it has its own thread for it now, sounds like people need to vent. lol

also, I'm being serious in hoping they include an easy QTE mode/option now
for photomode
 
Why does it have to be "nothing"? Why not just have actual gameplay with no cutscene BS at all? What better way to feel like you're "part of the action" then actually taking action by playing?Have we all forgotten the medium for which this is all taking place on? You know, video game?
Because feeling like the character is more than just playing and being in control 100% of the time. It's why Arkham's simpler freeflow combat captures Batman better than the more complicated beat-em-up style of older Batman games.

Sure, you could just have the player swing along the crane and do a loop around it to catch it or shoot some webs at it or something along those lines, but that's not really what Spider-Man would do in terms of acrobatics or actions based on what comics and cartoons and movies have shown us.
 

Timeaisis

Member
So you concede that it was a meaningful answer but maintain that it was a non-answer? Remember that he was responding to a complaint about "too many QTEs," not about the mere fact of the game having a QTE.

What's your point? It's a social media answer, QTEs are QTEs, news at 11.
 
For some reason people see look at QTEs and see them as a choice between this or a cutscene, whereas I see it as a choice between QTEs and better designed set pieces.
I'm still waiting for all of you backseat game developers to give me a better designed way to handle all of this without any QTE involvement. Do it and go show Insomniac, who are this totally non-established noob developer and only use QTE because they don't know what you know when you repeat this stuff on a web forum.
 

vivekTO

Member
Why does it have to be "nothing"? Why not just have actual gameplay with no cutscene BS at all? What better way to feel like you're "part of the action" then actually taking action by playing?Have we all forgotten the medium for which this is all taking place on? You know, video game?

The solution i am getting from your post is that they should have scrapped the whole Last min or two from the Gameplay segment , the Helicopter, cause i don't know how it would have played out in regular Gameplay mechanics or scenario.

Its still a spidey game and open world on top of that not linear , where there is a setpiece section every 30 min or so. I think it will be great to have those sections once in a while when you are bored with the Open world gameplay segment.
 
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