- You can fail them and have to start over
- Its not fun
- They are unskippable
- Actual gameplay should replace QTEs
I don't mind it in a game like Heavy Rain, where the entire concept relies on it and the whole experience is context heavy.
Also, button mashing to perform menial tasks like opening doors is awful. Button mashing Platinum style, though?
Couple of examples in Heavy Rain that I really liked. The QTEs were very well thought out and implemented. It really enhanced the experience for me:
Fortunately there are 3 difficulty levels. The easiest one is specifically labelled for non-gamers and removes all of the motion prompts, shoulder buttons and makes the rest stupidly easy. I recorded those GIFs on the highest setting, which I feel is really intense even for a "hardcore" gamer. Since the fights are a struggle for survival, they shouldn't be too simple IMO. Even if the game is really cinematic. It also felt really natural and not complex at all to me.Actually it was overly complex which alienated non-gamers. Defeating the purpose of it being a mostly cinematic experience.
That really, really was a dumb shit design decision to make the motions so WTF.
Because it went from novelty gimmick to being fucking everywhere.
Platinum Games usually do QTEs very, very well, though I felt they were a bit too quick in Bayonetta. Wonderful 101's in particular were awesome because they simply use the main game mechanic that has been drilled into your head since the start of the game, give you tons of time to actually do the input, and have satisfying payoffs/funny failures.
The only time I've enjoyed them is in Walking Dead, because those are basically point and click games.
Unless you are a dev you can't call them lazy. If you only knew the amount of work to just create a QTE.
I like QTE's because it forces dev's to produce those big flashy scenes in realtime rather than the usual prerecorded cutscene. A game switching to a video breaks immersion all the time.