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where did the hate for QTE come from?

I don't really mind them so much, but I prefer to always be in control of the action. Most QTEs do everything else for you.
 
Because they are pointless.

QTEs could only serve one purpose. Simulate a fast reflex reaction of a character. The point of it is that it can be failed but hey, life goes on.

But instead, QTEs are nothing more than cutscenes/set pieces with a "replay" or "continue" feature. If you fail them, you start over until you press the right buttons for the cutscene to continue. So wtf is the point? Devs believe this is interactivity or gameplay mechanic or something? Just show me the damn cutscene.
 
I think they're awesome when they're used cleverly. For example, in MGS1 (tagging spoilers because whatever),
when you get tortured by Revolver Ocelot and you have to mash O to regain strength, That's pretty cool. it got my heart rate up and it was a scene that wouldn't have been as good without QTE.

Edit: but then again, that was also like 16 years ago.
 
We used to think they were rad. Until about RE4. I still like them, but I can see how people either think they're lazy or just a cheap substitute for making something cinematic interactive.

Also, Asuras Wrath was great.
 
I don't know, I always hated them. I like cutscenes to serve as a break from the game, where you can kick back after finishing a level, instead of artificially being kept on edge.

As for QTEs in the middle of gameplay, those are even worse, especially the ones where you have to mash the button. Such disrespect... I'm a human being, not a monkey!
 
When they became increasingly common, the hate just seemed to flow. I remember when QTEs were a novelty, now they truly are everywhere, and simple aren't that engaging. I myself don't hate QTEs, but they don't really do anything for me nowadays.
 
Btw, here are a couple of the "original" QTE games (Dragon's Lair and Road Avenger)"

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Those laser disc arcades were fun for a while, mainly because of the visuals.

Early CD game consoles like the Mega CD was filled with things like this. They were called "FMV games". People today bash those things in almost every discussion.

Now we get cinematic games that rely heavily on similar use of QTEs but these seem to be liked by a large group of people. Its strange to me because there's a little difference in gameplay IMO. In both you just press whatever the screen shows you. Sure, now they mix it up with some parts where you can actually control the action but for me, the biggest difference is the production values and the hype for the "best graphics of the generation". And the fact that they seem to get themselves way more seriously, which makes them more cheesy IMO.
 
I hated the final boss QTE in Dark Souls, hitting L2 and R1 a few times isn't a boss fight.







Joking, if you can't tell.
 
QTEs have their role in cinematic games, to provide some user interaction even if it's shallow. Heavy Rain did them well.

The problem with QTEs is when they show up elsewhere, like an action game boss fight. This can feel like a copout from designing better mechanics or making certain elements of games more interesting. When it's just a matter of pressing what the game tells you to press, the enjoyment from being challenged or progressing by using what you've learned or developed thus far in a game dissipates.
 
I enjoy D4's QTEs. You don't fail if you miss, your score is just tallied up at the end of the sequence. You do have a health bar, but I don't remember if failing one will make you lose health or not.
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QTE in God Of War are fun and rewarding, especially when it involves Kratos ripping someone open or gauging a Deity's eyes out, or punching a Deity's face through their skull.
 
They punish players by making them use skills the game hasn't prepared them to. You have an action game that suddenly turns into a rhythm game and them some people get stuck just so the game plays an action sequence the player won't pay attention to because he/she'll be trying not to screw up the buttons.
It's also a lazy design decision for me, they could make nice looking combo finishers inside the gameplay, people here are saying GoW QTE's are a great thing but they'll never be as satisfying as getting that last stab in a colossus in SoTC, and that was all regular gameplay stuff. QTEs are there so you don't realise all you've been doing until now is pointlessly aiming for the legs/arms/head of some giant and beating them till the hp drops down most of the time in GoW, that's why they feel good but that's also part of the problem
Now, having to smash some buttons that appear on the screen so you don't get killed in a game that's not based on them is just lame, if the only option you have is surviving that so you can move on, then just make it a cutscene, if the QTE was there just for the sake of having a QTE, then remove it,please
 
I mean, it's really QTEs in action games.

I don't think anyone expects people to make something like Until Dawn without QTEs.

But for action games... Yeah, if you don't think I'm good enough to do this cool thing you want me to see, then make it a cutscene. This is possibly the worst thing that Platinum keeps putting in their games. And my biggest turn off with games like God of War.

However, QTEs for games like God Hand (and to a lesser extent, Yakuza), where the button prompt is there just for me to perform an action I don't actually have mapped on my controller, or maybe a specific dodge that only works for that one attack, then that's fine.

Imo the best way to make the "classical" QTEs is not make them QTEs... Something like Bayonetta 2, where you can dodge attacks in cutscenes.
 
I only hate QTEs in Bayonetta, Resident Evil 5 and 6. I think Metal Gear Rising and Vanquish pulled them off awesomely. The QTEs in MGR are always satisfying to me and Vanquish doesn't penalize you for failing them.
 
I generally don't like them. In their early days qtes were an attempt to make cutscenes more interactive but what they did for me was making cutscenes much harder to watch since i'm just waiting for that button prompt to not die. It was a Bad idea in RE 4 and has been since in my opinion.

I don't even wanna start about qtes as substitutes for good mechanics or gameplay.
 
I only hate QTEs in Bayonetta, Resident Evil 5 and 6. I think Metal Gear Rising and Vanquish pulled them off awesomely. The QTEs in MGR are always satisfying to me and Vanquish doesn't penalize you for failing them.

How could anyone like those wiggle the analog QTEs in MGR? Easily the worst part of the game.

Platinum really needs to stop that shit. Their games are awesome but for some reason they like to make them worse by adding QTEs for no reason.
 
I think Platinum games make some of the best QTEs. They make you feel like you're actually doing what's on screen instead of random pasted in QTEs in cutscenes.
 
I think QTEs are fine as long as they are not too mundane or too overbearing. QTEs allow the devs to basically create cutscenes that are awesome to watch but still keep the player involved in what happens next. So for people who say they are pointless I say I guess you like to instead put the controller down and watch cutscenes instead. That's the only alternative, or really just having no cutscenes at all, which would be boring.

QTEs are fine. Good luck finding another way to have well animated, cinematic sequences allowing user control without using QTEs

Oh and holding a button for a door to open ot something like that is not a QTE
 
How could anyone like those wiggle the analog QTEs in MGR? Easily the worst part of the game.

Platinum really needs to stop that shit. Their games are awesome but for some reason they like to make them worse by adding QTEs for no reason.

The wiggle QTEs in Rising are fucking terrible but the other combat ones are part of what makes the combat pacing so good, allows the encounters to be be designed as aggressive non stop assault while not wearing you down mentally since as the action crests you can give yourself a tiny breather to refocus.
 
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.

The RE4 ones are ok as they have more the nature of a mechanic to them, shoot an enemy in the leg, get close and qte. The stone rolling down the hill is dumb though, every qte involving a trap or where you have to act quick but was never presented such a situation before is mostly a matter of 2 or more retries as you fail the first attempt.

Bayonettas qtes are dumb, but at least they don't change the buttons for the same qtes and the game is build for replayability and you learn the qtes pretty quick.

When qtes are used in such a fashion they resemble more standard mechanics, in a game where you are constantly surprised by new things/events/traps etc and they use all their own qtes with their own button layout this never works the first time around and you die because you weren't ready for it.

God of War 3 was okay because they put button prompts on the edges of the screen, so you didn't need to know which button to press, it was only left or right or up or down. This is the only game where you can succeed on the first try.

Then a lot of game devs make their qtes extremely easy to solve because they are aware that failing them leads to frustration and by doing so they take away all weight and meaning of player agency. It becomes a cutscene where you press a button to keep it going, especially in long-drawn out scenes this feels very wrong to me and I wish they would have gone for a non interactive cutscene instead so I could enjoy the crazy action that isn't really compatible with the rest of the games mechanics and be on the edge when it really matters, in the "normal" gameplay sections.

Lazyness may be the wrong term, it could also be helplessness and inability on the devs side.
 
Overuse in general I think. Everyone started using it.

this, plus too many bad cutscenes, all the people deciding to cram them into their games never learned to do them WELL. So a slomotion sequence demanding you to press some buttons in a sequence can either be game-breaking, annoying, or it can fit in with the rhythm of what's happening. Too many times its the former.

Only people who hate QTEs are old people who are to slow to press a simple button.

no. silence.
 
I can't really explain it. I feel they're fine in character action games but not so much in games like Uncharted, and Gears. Games like the latter bore me though, so maybe that's the reason.

EDIT: Bayonetta was awesome with it's QTEs in combat, but the random ones during cutscenes were unnecessary.
 
How could anyone like those wiggle the analog QTEs in MGR? Easily the worst part of the game.

Platinum really needs to stop that shit. Their games are awesome but for some reason they like to make them worse by adding QTEs for no reason.

I should have specified, I meant the combat related QTEs and the Zan Datsu. After my first few runs I hardly ever got caught in the wiggle ones, so I kinda forgot about them.


Only people who hate QTEs are old people who are to slow to press a simple button.
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To me, QTEs are bad when they take away the character's ability to manouver normally and put the player to wait for a single button to press, and still try to show it as an action game situation.

Normally games have the playing area worth of space to move around and perform attacks. The player is able to take a couple of steps left before hitting/shooting. Or a couple steps to right. Or try to go behind the enemy. Or try to go a few steps away from the enemy. Or hit a couple of times more than what's necessary. Or whatever else.

Games are all about pressing buttons and the game reacting to that. Big part of the fun in games is to use the buttons in your own way and make the game go on the way you choose to, of course based on what the game rules are. When the rule set is greatly changed and lessened to only short prompted button presses, then the enjoyment of interacting with the game area becomes smaller.

Naturally games like the original arcade Dragon's Lair are different because the entire point of the game from the very beginning to the very end is to be quick to know/quess which button to press and which direction to move the joystick. And there weren't the kind of button prompts where the button to press appeared on screen. There was the machine with buttons and a joystick, and you had to figure out what to do with them. The screen didn't point you exactly what to do. That was much better and less obnoxious use of "QTE" than what modern games have.


QTE in God Of War are fun and rewarding, especially when it involves Kratos ripping someone open or gauging a Deity's eyes out, or punching a Deity's face through their skull.

Why does that have to be done by a QTE mechanic?
 
i think the concept is fine

i dont like them only because i cant pay attention to whats going on behind the buttons.


but basically it becomes a rhythm game at that point. Rock Band is one big QTE game, for example.
 
no. silence.
It's the truth. I wouldn't be surprised if the same people who hate QTEs are the same people who think characters that wear beanies or characters that have hair are "douchebags"
Old men who are to slow to press a button when the prompt shows up and then get mad at the game for their slow reflexes are usually the ones who are complaining.

GoW does it right imo, you can kill small enemies with a QTE or just kill them with regular attacks. And for boss fights, it's a fun and flashy way for you to kill the boss fight. I see it as a reward for players, plus imo they make cutscenes more interesting as well. It's not like the entire boss fight is QTEs and with no combat at all. Plus there are games with QTEs only such as The Walking Dead and Until Dawn and those games are great as well.
 
EDIT: Bayonetta was awesome with it's QTEs in combat, but the random ones during cutscenes were unnecessary.

What is awesome about mashing the same button over and over? Or am I forgetting what the "gameplay QTEs" were in Bayonetta

Button mashing QTEs are so bad. Seriously what is the point, just let her do her cool hair fatalities without telling me to mash furiously like a tard.
 
Because people realized they were being shown a dramatic depiction of faux challenge, and it was replacing the things they used to actually do.

Videogames became like a theme park ride, where instead of going and doing, you sat with arms and legs inside the cart, and you road down the rails, and you watched the animatronics depict the adventure you used to have.
 
Because I never know what happens in the cutscene. My brain filters the cut scene out so I can see the button prompt. I don't remember what's ever happened in a single qte cutscene in gaming history.
 
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