DevilRising said:
The CONCEPT of so-called "Quick Time Events" is ironic, because the name implies that somehow it is either quickening the gameplay, or adding to it. It does neither. It gets in the way, and makes things needlessly complicated, or in some cases even dumbed down. I would prefer to PLAY a game, and solve a puzzle, and beat a boss on my own, etc., than to have the game tell me when to hit a button, give me a smal window to do it or I fail, etc.
It's just lazy gameplay design. Your implication that some people wouldn't mind it if it were in games exclusive to their console, is kind of pointless. It may be true for some, but I think by and large, a lot of gamers would rather just play the damn game. |
Bolded: You do know what the word subjective means, right? Besides, the post was obviously rather sarcastic in nature.
But to answer to your post, Quick Time Events are usually a solution for game mechanics where there is no intuitive controller move that would work for the desired event. Like cinematic finishing moves of bosses or mini bosses. It is a solution to allow you to interact with this scenes instead of only making you watch them with the benefit of a possible reward if you pull them off.
of course they should never come out of nowhere, be the main gameplay mechanic or punish you unfairly if you miss them, but if they are implemented the right way, they can very well enhance gameplay.
“It appeared that there had even been demonstrations to thank Big Brother for raising the chocolate ration to twenty grams a week. And only yesterday, he reflected, it had been announced that the ration was to be reduced to twenty grams a week. Was it possible that they could swallow that, after only twenty-four hours? Yes, they swallowed it.”
- George Orwell, ‘1984’







