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Forums - Gaming - What makes certain QTE's enjoyable and what makes them fall flat?

Soleron said:
Paper Mario doesn't have QTEs.


Maybe not cutscene ones, but they do have button prompts on-screen during gameplay.

quick time event (QTE) is a method of context-sensitive gameplay in which the player performs actions on the control device shortly after the appearance of an on-screen prompt



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I always liked Shenmue's QTE, despite being overused sometimes. Those were enjoyable, for me.

 

But I also enjoy almost any kind of QTE.



Otakumegane said:
Soleron said:
Paper Mario doesn't have QTEs.


Maybe not cutscene ones, but they do have button prompts on-screen during gameplay.

quick time event (QTE) is a method of context-sensitive gameplay in which the player performs actions on the control device shortly after the appearance of an on-screen prompt

It's not in the spirit of the QTEs that are commonly discussed. You know which button to press in advance, it's always the Jump or Hammer command button for example. The common criticisms or defences of QTEs don't apply.



I generally like QTE's if they are done right. So far I've liked them in GOW, Uncharted, and Tomb Raider (and the one's in Ryse look awesome as well).



good QTE = the ones in GoW



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The Mario RPGs you listed do not use QTEs (well, at least not in the way I'm used to thinking about them). There is no "Press X to Not Die" in those games - they simply give the option to perform well-timed button presses (often in a short window and without a button prompt), which requires a level of skill that can be improved over time. That's legitimate gameplay, with similarities to rhythm games.

For your general question, I don't like the use of QTEs in combat. If I want to do a flashy finishing move, I want to perform it, not watch it happen without any control over the action. I'm not fond of the idea of cutscenes during which I occasionally press buttons in order to continue the cutscene. At that point, why not just have a cool cutscene instead of boring me with some of the most simplistic gameplay imaginable?

QTEs are best implemented when there are multiple options, particularly not related to combat. That's why I liked Heavy Rain and The Walking Dead - games that really deliver on providing an interactive story, where I'm forced to make hard decisions. It's great, because then I become responsible for the direction of the plot, which invests me deeper. However, just having a dialogue tree is usually enough for those types of games, so it's nothing revolutionary. Things certainly fall apart when QTE-heavy combat is shoehorned in. I hate that so much.



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In my opinion ... it has to have immersion. Either that or a good balance between traditional gameplay and QTE. GOW adhered to the latter, in my opinion. Heavy Rain was nice and a first for me with almost 100% QTE, but Im not prepared to play another game like that. I hope RYSE will be akin to GOW as opposed to Heavy Rain.



The Mario ones are timing based commands.

And QTE are enjoyable when they are not present at all.



It's bad when they are the main focus of the combat. Otherwise I don't mind them that much.



i absolutely hate QTE especially like said above when it happens during a cutscene out of nowhere