mortal
Gold Member
Can the use of quick time events allow for truly great gameplay experiences or is relying on QTEs indicative of poor game design?
I don't have any disdain for QTEs in games, but 9/10 times I'd prefer little-no scripted movements. I really enjoy games where movement is always a matter of player input.
Chase or escape sequence? Better when I have to actually move with a button or stick, rather than framing it as a QTE or cutscene.
An action sequence becomes elevated whenever the player is more engaged and thus has a more emotional impact.
While I've played a fair share of what I’d consider well-crafted, well-paced QTE segments, I often can't help but imagine how much better they could've been had they been more mechanics-driven.
TL;DR, I don’t hate QTEs but find their reliance disappointing in otherwise fantastic games. I think the next truly innovative, ground breaking games lie in the complete opposite direction of QTEs.
I don't have any disdain for QTEs in games, but 9/10 times I'd prefer little-no scripted movements. I really enjoy games where movement is always a matter of player input.
Chase or escape sequence? Better when I have to actually move with a button or stick, rather than framing it as a QTE or cutscene.
An action sequence becomes elevated whenever the player is more engaged and thus has a more emotional impact.
While I've played a fair share of what I’d consider well-crafted, well-paced QTE segments, I often can't help but imagine how much better they could've been had they been more mechanics-driven.
TL;DR, I don’t hate QTEs but find their reliance disappointing in otherwise fantastic games. I think the next truly innovative, ground breaking games lie in the complete opposite direction of QTEs.
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