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Roronaa_chan said:

No, that's not a QTE. Otherwise tipping a stripper in Duke nukem is QTE, operating a lever is QTE, opening a door is QTE, etc. Reloading a weapon is a QTE because the game tells you "Square to reload"?. In the very first RE games if a zombie got a hold of your legs you had to wiggle the analog stick around to let go. Was that a QTE? How about in RE6 where the same happens, only it shows the prompt on the screen (yet the action is exactly the same?) Having a prompt show on the screen does not make something a QTE.

C. Gaming is capable of more? Not really. The more open it gets the less capable it becomes

D. Quite worrying? No, i'd be worried if they were already showing the best stuff, that'd mean there's nothing else to it. Isn't that what often happens with overhyped games?

E. Please explain to me what is "real gameplay choice", I want to imagine how you'd ruin the game.


Wow, just keep moving those goal posts...call it what you will, but when a button prompt pops up on screen in the middle of a cutscene, I'm going to call it a fucking QTE.

C. I've gone into detail a few times about how amazing that first encounter with the Lycan could be. The first meeting with an enemy is the most important, because you don't know how to react. Just imagine for a second, that the players actually kept control in that segment. You turn a corner and there is a guy tearing into the flesh of another. "What do I do?" rushed through your head and all your options are laid out in front of you. Do I turn around and look for another route (If yes, you turn around, explore a bit and you don't find another route bringing you back to square one)? Do I go in guns blazing and try to kill the thing (if yes, you pump a few bullets into it, drawing its attention, at which point, it transforms and starts coming at you)? Do I try to sneak past it (if yes, you move quietly, putting a row of boxes between you and it but all of the sudden, the sound of rending flesh ceases and you hear something sniffing at the air. You press on a few more steps when the monster jumps out at you and blocks your path, forcing you to go the other way)?

In each of these cases, you are funneled into the same area, but you get to feel like it was your decision that triggered these events. You learn something about the monster (near impervious to normal bullets or amazing sense of smell) through your own actions and you are left wondering "what if I did this another way". All of these decisions fall on you, and you have to live (or die) with the consequences.

Instead, the game stops you when you get close and says "this is how your character is going to deal with the monster, this is the info you will learn, but don't worry, you get to do all of this from the safety of a cutscene".

Games are capable of so much more.

E. See above...

Or even for something more simple, during that super boring gunfight from earlier, have the player in a more open position, with enemies coming from either side. This forces the player to pick one side to defend (maybe even put a friendly NPC on each side, to make the player subconsiously think "who am i going to help") or they can try to defend both sides. This leads to the consequence of getting overwhelmed from one side or the other or both if they choose to multitask, forcing them to retreat at which point their comrade gets shot. This gives the player the choice of how to handle this encounter, makes them feel like "maybe if I just did better, or made a different decision, this outcome could have been prevented" and provides a more fun encounter than just playing whack a mole...

Did I ruin the game enough for you or would it be better if I just made the whole game into a movie...because you know, who wants to play a video game...pshhh