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Quick-Time Events: When (and When Not) to Use Them
59583_467229896345_615671345_7027350_950079_n
Monday, January 25, 2010

Editor's note: I don't find any redeeming qualities in quick-time events, but Michael argues that their use can benefit an experience. I'm not convinced (for reasons already stated) -- I'd still rather see developers build engines from the ground up to handle the type of action they'd like to model in-game. -Rob


Although Yu Suzuki only coined the term quick-time event (QTE) in 1999 to describe Shenmue’s gameplay, the act of timed button presses with on-screen prompts is an age-old concept and one we still see in triple-A games today.

But many people feel that these prompts remove control from the player and relegate him to bystander status. The argument is valid, especially as we enter an age where interactivity and immersion are critical to success.

There are times, though, when a game can really stand out with the inclusion of QTEs. In some cases, the gameplay device can actually deepen a player’s sense of immersion. The following is a series of circumstances where appropriate use of the mechanic can drive the experience forward in exciting ways.

 

Quick-time events enhance a game experience when....

They enable special context-sensitive interactions. While game controls are often limited for the sake of practicality, that doesn’t preclude the player from performing an epic scripted maneuver. The gameplay device allows players to do some truly extraordinary and unique things that conventional controls wouldn’t normally allow.

Resident Evil 4, for example, had no game mechanic in place for catching a thrown knife. In oder to avoid damage, players needed to dodge or shoot all projectiles. To give players a chance to perform a memorable action in a particular cut-scene, the developers included a knife catch as a QTE. This was meant to make players feel more capable and skilled with the added benefit of looking totally badass.

They create a direct connection to the player’s avatar. This mostly applies to sequences that require hitting a button rapidly [Raven Software refers to these as "tappies" -- Ed.] A skilled developer can take the art of button mashing and use it to make players “feel” the action happening on-screen. Whether struggling to overpower an enemy in God of War or charging up magical energy for an apocalyptic beat down in Bayonetta, players wind up feeling that the force of their pounding is directly influencing a character’s power -- so long as the physical duress relates in some way to what’s happening on-screen.

The best example of this is Metal Gear Solid 4’s famous hallway scene, a segment that vividly stands out as both physically and emotionally painful. My hammering on triangle never hurt so much.

They create tension. Traditionally, letter-boxed cut-scenes served as safe havens designed to reward players for passing specific challenges and furthering the plot. Along came Resident Evil 4, a game which played with our perceptions with its dirty penchant for tossing QTEs into scenes that previously lacked interactivity. I don’t know a single player who didn’t put down the controller during a “break,” only to frantically scramble for it moments later to avoid death.

When used artfully, the mechainc fosters an environment where players must be constantly alert. For some genres, this can have a profound effect on the action.

Of course, the mechanic can do real, lasting damage to an experience when not implemented with thought and care. Sometimes, they can frustrate players beyond the edge of reason and remove the ability to have a meaningful impact on the game world. Here’s what can happen when good QTEs go bad.


Quick-time events detract from a game experience when....

They aren’t consistent. God of War had its share of frustrating moments, most of which resulted from a lack of consistency in execution. Inputs should never be random. If I need to press "square, triangle, triangle," then the next time I perform the same action the game should still ask me to press the same sequence. Far too many games randomize button presses to artificially increase difficulty. The experience degenerates into playing Simon while watching a movie.

The inputs don’t relate to the action. Whether through randomized prompts or just plain thoughtless design, many QTEs don’t have anything to do with what’s happening on-screen. If War from Darksiders is locking swords with an enemy, then jamming on the attack button makes sense to me; however, if Bayonetta needs to jump off a falling tower, why would I press the fire key? Likewise, how does pressing aim and fire simultaneously allow Chris Redfield to dive clear of a speeding motorcycle in Resident Evil 5? If there’s no connection to the action, then the event is nothing more than pointless masturbation.

They carry high stakes. Ever since Dragon’s Lair, the gameplay device has often carried death as a result of failure. Sometimes, these death scenes can be amusing or reinforcing, but often, they just frustrate. Failing a sequence should never massively impact the player’s experience unless the game’s premise specifically demands such an impact.

When you consider that many players panic during QTEs and hit the wrong button, swift defeat for an entire boss fight because of a single, failed execution of the finishing move is just plain cruel. If developers decide that death is a reasonable cost of failure, then a checkpoint should directly precede the event to minimize frustration. We’re not paying for our game time in quarters anymore; thus, the need to send us back so far is no longer acceptable.


Like any game design tenet, QTEs can help or hinder a title’s quality. Not every sequence warrants the mechanic, and developers should always carefully weigh the decision to include them. So long as they add something substantial to the game, nobody can ever -- oh crap press X right now!

Which are your favorites? Do you absolutely hate any? Tell me about your experiences!

 
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Comments (17)
Redeye
January 24, 2010
One of the things that pissed me off the most about bayonetta is in a game where your entire score for the level is severely hindered by a death, if you mess up a quick time event you die. Thus that means it's impossible to not get a laughably bad score on levels unless you memorize every single quick time event or get lucky.
59583_467229896345_615671345_7027350_950079_n
January 24, 2010
I'm on my third playthrough of Bayonetta, and by now, I know when the QTEs are coming. It's not much of a problem, and I never miss them. But it really shouldn't take three times to get a handle on them.
Me_and_luke
January 25, 2010
I'd have to agree with just about everything you said, Mike.

The one point you make that I might disagree with is "creating tension." I generally like to sit back and enjoy a cut-scene, even to the point of setting the controller down. If a QTE comes out of nowhere, I will likely fail to perform whatever action is necessary unless there's at least a five-second window of availability to do so.

Perhaps it's because I've only seen a small handful of games surprise the player during a cut-scene that I'm simply not used to it or never bother to prepare for it... but there are better ways to create tension in games than throwing a random QTE at you when you least expect it.
Default_picture
January 25, 2010
Resident Evil 4 and God of War suck at this, Indigo Prophecy is the only one that works. The game gives you ample time to be ready, and all the button commands are intuitive based on your controller.
Default_picture
January 25, 2010
Michael, excellent points through and through.

Even though many people tend to say that the Quick Time Event is the mark of lazy developing, I've been a fan of correctly implementing that feature since the old days with Shenmue. Most games do it terribly now, and the result is always a Goddamn Game Over Screen. Why can't QTE Fails just result in de-powered stats, or just health bar loss?

Hands down, Resident Evil 4 still has some of the best QTEs, just because they made tense situations even more harrowing. Actually, I believe that MC Chris says it best. "You don't have time to smoke a bowl! You still playin'! Jump Gypsy, Jump!!!
Default_picture
January 25, 2010
Oh Resident Evil 4, you truly are evil. I once made the mistake of going to answer the phone during the first QTE cutscene. Even though I had played it before, I completely forgot about the ax wielding bastard who interrupts Luis and Leon. By the time I realized what I needed to do, I was already cleaved in two.

I don't hate QTEs. I find them perfectly acceptable if the game warrants it, but if it's a crutch to the overall game then it becomes more of an annoyance. I like it better when a game can rely on its mechanics instead.
Default_picture
January 25, 2010
I love QTEs when they are implemented well, as long as they dont jar you out of the game, they can add a certain level of cinamatic flair that no developers could ever feasably pull off in engine (im looking at you Rob, seriously, wtf?) without it being hindered visually or physically.
Robsavillo
January 25, 2010
Corey, all I'm saying is that if you want the player to be able to catch thrown knives, build the mechanic into your game engine.
Dwl_face
January 25, 2010
Heavy Rain will tell.

I didn't mind Indigo Prophecy's use of them. There are some actions which need to be represented symbolically. Not every method of solving a problem can be represenetd in a gameplay action if buttons and sticks are all we have to work with.

Star Wars: Force Unleashed also deserves recognition in this area for having you repeat sections when you miss, rather than fail-out. This technique should be used more if there is a single, non-branching path of progression after the QTE scene.
59583_467229896345_615671345_7027350_950079_n
January 25, 2010
From a development standpoint, I don't think it's practical to work that kind of mechanic into an engine if it's only going to happen once in awhile. Scripted events are much cheaper to produce.

I know we have wish lists of things we want games to do, but feasibly, I think we need to cut developers a break once in awhile. The books I read when I was researching game writing talked a lot about how writers need to have a good understanding of the game engine and its capabilities before they sit down to write an epic with 20 dragons on the screen at once when the game can only render 3.

If we expect 20 dragons, we're looking at 5 year development cycles for the simplest of games. I think QTEs are the best way we have right now to give the player a cool, proprietary move in a cost-effective way.
Default_picture
January 25, 2010
I think developers also need to think about how easy it is to hit the combination they're requiring. I hated hitting Y and B in Bayonetta because it required me to completely change my hand's orientation on the controller.
Default_picture
January 25, 2010
I don't really mind QTE events. They're a good skill test for hand-eye coordination. Seeing that red B pop up, recognizing what it is and then telling your thumb to press the B button takes a good amount of skill.
Mikeminotti-biopic
January 25, 2010
I feel like people get a bit too worked up over QTEs, but that's just me.
Default_picture
January 26, 2010
I generally don't mind them if they are part of the action. I don't like when I think I'm just going to be watching a cut-scene so I pick up a glass of water and then suddenly a button flashes on the screen. Assassin's Creed II did that to me a few times, I never learned :D The two that come to mind are when Leonardo wanted a hug and I missed it, and there was another with Leonardo discussing coffee. Those two don't really impact the game as far as I know, they certainly don't cause death or a replay.
Default_picture
January 26, 2010
Never hug Leonardo da Vinci, you don't know where he hides those blades! :o
Default_picture
January 26, 2010
Hey Michael,

I'm new to QTE and have only experienced it in games such as God of War and MGS4. sometimes I wonder if QTE could be more more engaging if the button sequence changed each tie you played it. I'd also like the QTE to lead to an "easter egg" (like in Assassins Creed to change the perspective - though I guess that's not the QTE you're talking about) but not necessarily have too much influence on my gameplay. I don't want to be punished for being slow on the button.
;D
Default_picture
January 28, 2010
I can't say I've played many games utilizing QTEs,but I will say for the ones I have played they seem merely to create some sense of control of the scene or impending action when actuality it seems more of a hassle and nuisance.I think the earliest of these is when I played the Brave Fencer Musashi demo and had to avoid obstacles down the side of a tower while avoiding being flattened by an idol head.It seemed cool but at the same time frustrating not just in the sense that if you missed a jump that was it,but you weren't the one moving him (at least I don't think you were,that was ages ago x__x).
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