The detrimental effect of QTE's is widespread:
Cheapens player death:
-skillfully fight your way through a tough boss fight, QTE triggered for the finish, miss one button press = character dies, checkpoints back to the start of the QTE. This destroys immersion. Developers use this device to try to keep players invested even when the game has mostly taken control away for cutscene purposes. Unfortunately, if the player does not respond to the inputs as planned, they will die in a completely mindless way totally divorced from core gameplay which then trainwrecks the smooth cinematic flow the developer was trying to achieve in the first place. This is further exacerbated by,
Pass/fail criteria, needlessly short input window:
-Get the button press = live, miss it = die, respawn to checkpoint. On screen prompt and input window = 0.5 seconds (if you're lucky). I'd like to see some hard data on how many players fail QTE's on their first playthrough of any given QTE sequence. I expect the numbers are staggeringly high. It gets to the point in many games where the input window is so small that a player is highly unlikely to respond in time on reaction if they aren't expecting the prompt. This is then further exacerbated by,
Random and inconsistent QTE placement in cutscenes:
-I was playing Bayonetta earlier today. I plowed through a tricky boss fight early in the game, complete with shitty camera angle (that's another story), and triggered the post-boss cutscene. The cutscene ran for a solid 25 seconds completely QTE free and then POP- QTE prompt flashes on screen. I jam the button in under a second. Death screen displays, apparently I missed the window. Checkpoint respawn to just before the little QTE bit, I hover my finger over the correct button in anticipation this time to make sure I get it. Cutscene continues, then the chapter ends. One button press. That was it. You cheap killed me, jarringly broke my immersion, all for a single button press prompt. Did that really need to be there? What conceivable value does that prompt have? Why?
I want to go back to the days of cutscenes being your reward for overcoming a major obstacle. A time where you can set the controller down for a minute, take a drink, and watch the story unfold. When did developers decide that this was a bad thing? It's not that gamers don't like cutscenes. They just don't like them when they are awkwardly placed in such a way as to prevent the player from progressing in the game in a timely fashion. Specifically if they died to a thing and want to retry that thing ASAP without having to watch the entire cinematic again. Usually repeatedly. I realize developers are quite proud of their ability to put together a pretty cinematic. That's totally okay, but please remember, developers, that you are in the business of gameplay first and foremost. When gameplay takes a backseat to your fancy little movie, you have failed as a game developer.