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Why Quick-Time Events Work

Yesterday, Adam Biessener wrote a passionate editorial on why he feels quick-time events (QTEs) are never the right solution. While he raises some good points, I don’t think QTEs have no value in games, they function well in some scenarios. Never say never, Adam. Below I’ve mapped out reasons why they work.

They build suspense  

Let me paint an imaginary - and I’m sure this has happened somewhere - gameplay scenario off the top of my head, say you’re in the middle of an intense battle, but your weapon gets stuck in the ground. Imagine an enemy sprinting toward you, your life depends on lifting out that weapon. Now let me ask you what’s more intense – tapping to lift that weapon from the ground, or simply watching a panicked character attempt the feat?

I’d argue that tapping a button in a frenzied situation creates an adrenaline rush like I’m right there in the battle. How about in Heavy Rain where you have to decide about cutting off your finger right in front of your eyes? Not only did you have to stare at the finger, but you continue pressing for each slice. For on-the-fly and psychological moments, QTEs can actually transport you right to the moment. I’d rather be a part of scenes like this than casually observing.

You’re Forced To Pay Attention

Let’s face it; we live in a multi-tasking world. I don’t know about you, but sometimes while I play games I’m inclined to check my phone or email. I always get angry at myself as it pulls me right out of the experience. Whenever I know a game has QTEs, I’m constantly on alert. Say what you will, but I’ve found I actually pay closer attention to the story in games with QTEs. Also, when cutscenes are too long, we all tend to zone-out. If a QTE comes at the right point, you’re brought right back to the scene. They also keep you on edge because you never know when they’re coming or when a scene may change its course.  It adds an unpredictability not so dissimilar from real life and I like when I’m kept on my toes.

Adding Realism To Choices

Games like Mass Effect and The Walking Dead insert QTEs with dialogue decisions. In Mass Effect, you can interrupt, which sometimes changes the course of a mission, while in The Walking Dead they force you to make quick decisions. Mass Effect makes a statement by giving you the decision to make one or not; sometimes in life, you speak up, others you know it’s better to keep your mouth shut. Also, in The Walking Dead, due to limited time, I’m more likely to go with my gut reaction. This allows me to see its consequences, which adds a realistic touch to the tale. Not all choices in life are carefully thought-out, some need to be made quickly, and so this adds a layer of depth to your choices.

They Make It About You

Perhaps the best part of a QTE is that sometimes it can say something about you. A good example is the fight with Zeus in God of War III. How’d you feel as that screen bloodied up? When did you stop tapping the button? The moment forces you to realize you’re behind those fists and chose to hit Zeus as many times as you did. That rage and blood is on you. The anger is built up so well throughout the entire game that the moment is all that tension coming to blows.  As noted earlier with the Heavy Rain finger cut – were you so emotionally invested that you went there? Did you wimp out because you couldn’t bear to see it happen? That’s a sign of game getting into your psyche and QTEs help make that happen.

Moderation Is Key

With anything, do something too much and it loses its edge, which is what seems to happening with QTEs. But if they’re conceptually sound and used within the right situation, they breathe life into scenes. Sometimes a well-placed button press enhances your experience, taking you out of merely observing and interacting with them in some way. Maybe in the future, developers will create an even better experience, but for now, QTEs are here and they’re not all that horrible. 

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Comments
  • They take control away from the players and it makes me feel like I'm playing an interactive movie.
  • This was a great counter-argument, Kimberley, I thought the exact same thing when I read the article yesterday.
  • i dont think they should be used in place of normal gameplay, but im okay with them being used in cutscenes

  • Those are some very good points. I for one do not have a problem with QTE's if they are done right. But if they are not done that well they are ruin a players time with a game.

  • Totally agree with article, well put.

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  • There have been good cases of QTE's imo. I'm not going to comment on heavy rain since I've never played it, but very few games actually make QTE's work. Mass Effect, Dead Space, and God of War are the top ones that come to mind. DS and GoW use QTE's primarily as a means to pull of an awesome kill or survive in a gameplay situation, which is why I think they work. When QTE's are thrown into a cutscene for the sole purpose of trying to cause a cheap death it gets irritating.
    Also, not every game manages to pull of QTE's well even when thrown in with normal gameplay. Look at Resident Evil 6. I think that game had one of the worst QTE implementations ever. They either tried to cause cheap deaths or were just a repetitive mess of button mashing. So I think although QTE's can have the potential to provide engaging gameplay they tend to fail way more often than they succeed.
  • I still dislike how they are used, my examples being Tomb Raider and God of War. In the final bosses in GoW or cinematic events in TR, I'm more concerned with which button pops up so I can hit them in the relatively short time I'm allotted. I miss the cinematic that's going on behind the buttons popping up. Also having them appear in different places on the screen just adds to the problem. The better way to do it I think is how Walking Dead does it. (For PC)The little button is non intrusive in the bottom, its always the same place, and doesn't take a lot of work to do. I can mash Q (Then always E after) without missing what's on the screen.
  • This is pretty good, unlike the other article i agree with you. I hated missing QTEs in ME3, I would always load game and try it again.

  • I'm not a fan of QTE's, some like Mass Effect are good but others like Uncharted and gulp RE6 are just bad.
  • No!

  • Force us to pay attention? Yeah to the wrong thing! Instead of engaging in a cut scene I'm staring at the screen without blinking waiting for a prompt. I completely miss whats going on. All the hard work artists, animators and story writers put into the scene goes right by as I'm forced to ignore it.

    And your argument " that tapping a button in a frenzied situation creates an adrenaline rush like I’m right there in the battle" Does not happen for me. It annoys me. Spoils my immersion and isn't needed.
  • I respect your opinion, but I completely disagree. There isn't a single instance of QTEs that I can think of that I have ever enjoyed.
  • I don't like this person.
  • ...
  • I find myself agreeing with all of your points. In Heavy Rain, I reacted to Nathaniel pulling out his cross and I shot him out of instinct and I felt bad for doing so. I could go on but I'd only drone on and on when writing a blog would be a better option.

  • Wow this is exactly what I was talking about in Adams article comment section (on the first page which got quite a few replies for and against) Im glad the GI staff isnt 1 sided, or should I say ignorantly bias towards QTE. Good read here Kimberly. Thanks.
  • i agree with Kimberley more than Adam, qte's can actually make game play more exciting  

  • Of course, I consider most of these to be very light uses, or uses that are subbed in for other ways of making a choice. In that case, they can't become intrusive.

    Heavy Rain, for one, I excuse from the argument because it's so much different from any other game. God of War is like the one series that does it well (but it still includes normal gameplay). And the others are simple choices as opposed to things that will screw you over. You don't really have to do them.

    Mass Effect does it ok, but I find that I'm concentrating more on watching for the icons than I am the story. This is especially true for me when I don't know if I'm going to die like in Resident Evil 4, which spoiled cutscenes for me. Am I going to have to complete this arbitrary Simon Says segment just to move on? I feel like I've blanked on that fight because of the stupid button presses. And I hardly ever get a rush from these kinds of things. I groan, tap through it, and move on.

    That's my problem with QTEs, not games like Heavy Rain or Mass Effect. Games where it is superfluous, without merit, and an excuse for poor design.
  • QTEs are like that jackass friend you have that shows up when you least want him/her to and then ruins any shot you had at having a good time.  I hate QTEs (and jackass friends).

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