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where did the hate for QTE come from?

the title says it all.

i mean there is some bad QTE out there (Platinum games im looking at you) and good ones
(sony santa monica)
but because of 30 seconds of QTE people start to hate the all game why?

also the order 1886 has one of the worst QTE ever. jesus christ pointless shit

Wait isn't Santa Monica the one who make GoW? That for you is good QTE?
 
Bayonetta 1's are soul destroying. Failing a QTE on the PS3 pre-patch with the long loading times...

Kamiya, you mad freakin' sadist. I've got a sunglasses wearing voodoo doll with your name on it.

(God of War's are fun, though. Tomb Raider had some annoying ones. Just 'cause you could, Tomb Raider, doesn't mean you should.)
 
I hated QTEs before i even knew that there were other people who hated them as well. So it must be because for me it's a shallow and unsatisfying shitty mechanic that takes away my control from a game.
 
I don't get it either, in most cases they don't even really replace "actual gameplay".
The worst I can see from them is that they sometimes make things a bit easier than they would normally be, because you're essentially warned of something about to happen.
 
Hated them in Bayonetta 1. Way too small a window of time to get them, especially when you don't know they're coming. Killed any interest I had in replaying it. I didn't mind them in W101 though, mostly since you generally had enough time to register what it wanted you to do and execute it as long as you weren't asleep.
 
I honestly thought that QTEs were awesome when I first played God of War.

but I got tired of them reeeeeeally fast after that.
 
Personally I do not mind them if done in moderation. I think the problem was oversaturation of the mechanic in many AAA games. God of War was a critical darling and suddenly every game had to have it. It seems like an easy mechanic to implement to add cinematic flair and drama and intensity to a game, but too much of it just feels boring.
 
Completely changing the gameplay and forcing you to press a specific button really fast or die is dumb (Seriously fuck the Krauser "fight"). The only good QTE's are the "mash the button while your character beats the shit out of an enemy/object when there's no fail state" ones.

Of course this is for games that incorporate QTEs. Games that are based around them are fine.
 
Never really hated them until Tomb Raider reboot. Those were some specific fucking timings that I could not ever hit. I even had to YouTube how to press them because apparently there was a rhythm that the game didn't even communicate to the player.

Made me remember a mediocre game as a rage inducing frustrating pice of shit.
 
It takes control away from the player and swaps it with a really dumb reaction test game. I don't care for flashy, cinematic gameplay if I don't feel in control of the character.
 
Most QTEs are lame. Good QTEs are highlights of games. The knife fight in RE4, the torture scenes in MGS1 and the microwave tunnel in MGS4, mashing buttons to pick up RAY, kick Monsoon, punch Armstrong... So good.

And then there's Wonderful 101, where the QTE is the fucking climax of the game. And the best climax of any game at that.

PROTECT EARTH!
 
Because of poor usage of them, which encompasses about 95% of games that do use them. In games like Heavy Rain or Asuras Wrath they work just fine.
 
I don't mind em when they are done well. GoW and RE4 spring to mind. People hate them because between 2007 and 2010 almost every game had them, and they were usually complete shite.
 
It's because they're usually implemented poorly.

Sudden, hard to react to, instant death QTE's are always awful and they seem to be the most common unfortunately.

There are a few games that do them right (besides ones designed around them like Heavy Rain/Until Dawn and God of War) like:

-Yakuza (adds to the fights without instant game over failstates, also let's you decide whether to add extra damage to heat moves or not)

-Asura's Wraths (adds way more to the fights + the cutscenes. You even get extra scenes rather than instant death for failing some QTE's)

-Puppeteer (the game isn't great because of them, but it at least implements them fairly. It sensibly gives checkpoints before QTE moments, and also uses the same gameplay controls for corresponding actions during QTE's [so if Kutaro is gonna jump in a QTE, it will be with the same button that you use to jump during gameply]. It's something more games need to do. You can even predict a few QTE presses if you're paying attention which is way better than relying on reflexes)
 
Overuse in general I think. Everyone started using it.

Game studios started using QTE for the most stupid of reasons. Especially when it comes to opening doors or treasure chests. QTE enhances scenes when it's done correctly, but using it for the most trivial of shit "just because" it became a trend is bullshit, and that's how it was getting.
 
While I don't enjoy them, the only time I actually hate QTEs is when something cool/interesting is going on, and instead of letting me take it in and appreciate the work that the devs put into a scene/sequence/fight..I'm staring at a portion of the screen waiting for a big X to appear..

Shit irritated the hell out of my in Lords of Shadow(not a great game, but I was still interested), big boss fight, Gabriel starts doing cool shit, oops I missed a button prompt and the fight restarts,
 
QTE is a fine mecanic when it's not over used , but was widely abused by everyone in order to save time for game design.

Most player hate QTE that are thoughtless.
QTE integrated into the gameplay are fine as long as they aren't the core of your gameplay experience.
 
Fahrenheit (Indigo Prophecy) is the first game I played that made me begin to hate QTEs. Hitting buttons at specific points to ensure a scripted scene carries on playing is what I hate about it most.

But I don't mind it when it's loosely integrated into the gameplay, such as the QTEs that pop up in games like Shadow of Mordor. In such cases it's short and doesn't pull me out of the gameplay.
 
The Order has been mentioned here frequently. I'm not fully aware of what you guys are specifically referring to. I thought it was fine, in fact some of the QTEs where you actually had to move the stick up to and select certain items were a little more interesting then your standard pressing buttons affair -- unless it's the dodge mechanic, that's the only one that strikes me as annoying.
 
QTE's are the only game mechanics that deserves all the hate it gets.
 
A cutscene is preferable because it is an uninterrupted experience... similar to gameplay. Cutscenes, especially 3rd person ones, also give a good indication of what's happening in the story (especially in sci fi). Gameplay is good for telling the story in a less forced way, too.


A QTE breaks the rhythm of the game and reduces it to a one or two button experience that usually shows an event occur in an almost claustrophobic way. We have a mouse/thumbsticks for a reason.
 
misuse

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they've gone too far
 
If any one just says: "i hate QTEs". Then they are sharing a narraow minded opinion.

There are good and bad implementations but QTEs as a gameplay concept it's a very useful one.

Because it became too much 'Press ? to not die'.

Good QTEs should reward you for completion but not kill you for failing.


RE4 is a great example of shitty QTEs, so many fail and die moments out of the blue. Heavy Rain is a good example, where you can fail some and still get the 'good' result, and failing will just take you down a different story path.
That's some claim you got there. If anything, RE4 was the game that popularized and refined the QTE use in games, specially in the action category. For years we saw apperances of the mechanic here and there until RE4 hit. God of War deserves mention but RE4 came out first.

i can't still believe someone thinks that of RE4 QTEs, since it was so perfectly nailed and implemented. Used in cutscenes to not brake inmersion and engaging of the player. Used in actual gameplay to better depict the action going on screen. ALso the earn your QTE variety, where the skill of the player is used and have important uses according the situation. All of this withouth complicating the control scheme of the game.

i just don't see it man...
 
Shenmue was the first time I became aware of it as a feature that makes up for a lack of gameplay and in that context I understood it and it fit in. In games like Tomb Raider and Peace Walker it's infuriating. They add absolutely nothing to a game at best and actively makes the game worse at worst. I don't want to mash. I don't want gameplay to break up by pressing random buttons in a cutscene I would rather watch. Test me with audio cues. Test my reaction time or my frame precision. Test my memory. Don't test my patience by forcing me to remember controller layouts and you're an asshole if you make me use L3, R3, or the touch pad.
 
I thought they were unusual and not too bad until the final boss of Uncharted Golden Abyss,
which uses swipe controls and QTE and you need to get a dozen or more in a row while the director's carefully imagined fight scene plays out.
Total let down at the end. Uncharted has alway had shoddy boss fights, but that takes the cake. I really dislike it when a game doesn't let you use the skills you've been learning for hours at the end, but throws some totally different wacky idea at you instead.
 
For me it's the overuse of it. They even make them part of the mechanics these days so you get them every other minute.

"Whats so different about pressing a button to complete a qte and pressing a button for a regular attack that is predetermed?" -you ask?

It's predictability, if the button pressing is part of a regular attack/ a gameplay mechanic then it becomes predictable. You can learn it and improve your play by using it more and more. You develop a feeling for the timing and the space/distances this action has.

A qte doesn't have these qualities, it's simply a way for the developers to create an action that doesn't fit on the controller because every button was already assigned to something else. I'd describe it as unoriginal and lazy/boring.
 
For me it's the overuse of it. They even make them part of the mechanics these days so you get them every other minute.

"Whats so different about pressing a button to complete a qte and pressing a button for a regular attack that is predetermed?" -you ask?

It's predictability, if the button pressing is part of a regular attack/ a gameplay mechanic then it becomes predictable. You can learn it and improve your play by using it more and more. You develop a feeling for the timing and the space/distances this action has.

A qte doesn't have these qualities, it's simply a way for the developers to create an action that doesn't fit on the controller because every butting was already assigned to something else. I'd describe it as unoriginal and lazy/boring.
Except a developer can do exactly what you suggest with QTEs. They can program for the player to learn certain thyming, rythm, space and distance as you put it.

The use of the technique doesn't necessarily suggest lazyness, however is indeed true that it can be implemented in such fashion. Again take RE4 as example, the last thing you can say about that game is that is a "lazy" effort, however the use of QTEs brought a number of advantages and solved some important problems.
 
Resident Evil 4 did them poorly.

The Wonderful 101 did them well. I'm fine with most of Telltale's uses of QTEs, too, because the games are all about paying attention to the cutscenes anyway, and the QTEs are rarely out of nowhere.
 
I often like QTE but know there are legitimate gripes with QTE and some games completely miss the mark. I liked the Order, but it did have some of the worst QTE ever.

QTE work best when they are intuitive, yet challenging. Where failure feels like your fault (not due to ridiculous time limits or prompts that ask you to do things controllers often misinterpret, like precise diagnonals)

-but most importantly, and this is pretty key...they should be bringing interactivity to something which would otherwise be passive. We see this at the end of boss battles where the boss would normally go out on a cinematic...but instead, you participate in this cinematic moment.

You could argue great game design would be interactive enough without them, but to me that a bit of a reduction. If they elevate beyond our current limits, without making us lazy, that's ideal.

Then there are games that capitalize on something else entirely. The tension of never knowing what will be needed next. Heavy Rain nails this. You get more excited because the controls are always different and the pressure rises, instead of being replaced by the comfort of muscle memory. That's a whole other genre altogether, but suffice it to say, to me, it's the highest artform of the QTE. Until Dawn nails it.
 
Because nine times out of ten they're annoying and come across as really lazy, games are better off without them. In fact One Piece PW3 actually removed them and it feels so much better knowing that you don't have to be on your toes during a cutscene.
 
Bayonetta has some terrible QTEs. They came out of no where and we're pretty tight on inputs. I'm glad Platinum has learned since then.

I don't mind QTEs. But if there is too many then that sucks and if they're too unfair (Bayonetta 1's) then it sucks.
 
RE4 probably.

Yup. RE4 was the first game where I encountered QTE that wasn't at all part of the game otherwise, and it just sucked.

QTE is fine when it's a core part of the gameplay, IMO (like Heavy Rain, Beyond, Until Dawn, etc), but when you just randomly insert during what seems to otherwise be a normal cutscene a "Press A not to die!" thing, that sucks ass.
 
One of my main problems with QTEs in games is that we've already seen the evolution of quick time gaming. Bemani games like Dance Dance Revolution and Beatmania evolved the QTE gameplay to the point where it could stand on it's own and be entertaining in it's own right. What we get in regular games is garbage tier Simon Says moments. If you are going to force us to play QTEs then at least make them actual stand alone worthwhile pieces of gameplay on their own. And if a developer realizes that this isn't suitable for their game, then they will understand what we are complaining about in the first place.
 
I generally don't mind them, but sometimes they can grate. Most recent example I've personally played which had poor QTEs was Bayonetta. They'd randomly pop up, with a button which doesn't even match the general control scheme, and expect you do press it within a second or two. If you failed it, you got punished in terms of the overall score at the end of the level since it counted as a death.
 
If QTE's are dropped into action sequences (and they usually are), then I tend to just flat out miss them, because I'm focused on whatever's going on in the game. So I fail and start over and now I'm just looking for prompts, missing what's going on in the game.

For me, QTE's almost always put me in a frustrating stop/start cycle and that's why I hate them.
 
I play games with Qte all the time and I can't decide if I like it or hate it. I think the worst games put it in as a "if you fail this qte it is game over". But some kids games like Kung Fu Panda make it fun.

In general, as a gamer I like learning a combat system throughout a game and then have boss battles and end bosses make me use what I learned. Getting to an end boss where you just do 2 QTE prompts and you win is kinda like a slap in the face.
 
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