Poll: Incentive Based Quick Time Events

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Danpascooch

Zombie Specialist
Apr 16, 2009
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[HEADING=2]Please only vote if you read the whole post[/HEADING]

I'm going to try to keep this brief.

In my opinion there are currently two main types of Quick Time Event systems

1.) The "Knife in your Face" system:

Ala the Resident Evil series, if you miss a quick time event, you die, game over, end of story

Pros: It's stressful as fuck, and can help add stress to certain cutscenes (such as the knife fight in RE4)

Cons: If you mess up, replaying that content over breaks immersion, and if it happens enough times, your controller will break when you chuck it at the screen and go commit suicide.

2.) The "Do-over" System:

Ala Prototype, and Mercenaries 2, if you miss a quick time event, it goes back to the last one, until you get it right

Pros: You don't die

Cons: Annoys you without the pro of being able to amp up the stress is certain cutscenes, essentially a useless system whose only pro is not having the major con of dying


These systems are flawed at best, a system is needed that like #1, creates motivation to get it right the first time, and like #2, does not kill you, this new system also needs to fix the problem of EVER having to do a sequence over.


Welcome to my system:

3.) Incentivised Quick Time Events:

Ala my mind, the quick times give incentives if performed properly, and penalties for each one missed. Take for example an RPG such as any of the Final Fantasy games, imagine if when you entered a room with a boss, a cutscene based fight broke out with quicktime events. Each time you got one right it resulted in you getting a solid hit on the boss and his health lowered, and each time you missed one you would fail and he would get a good hit on you and lower your health. At the end of the scene the boss battle begins, and depending on how well you performed the quick times, you and the boss might start with more/less health. It sounds bland on paper, but try not to picture it as two guys standing still and taking turns punching each other, the developers would obviously try to make the scene as badass and diverse as possible.

Pros: Provides stress, makes you feel like a badass when you get it right instead of simply feeling like you "didn't fail", no repeat of QTE sequence

cons: I don't see any cons of this system, unless it's overused, it's important to only use QTE's when appropriate.



Another scenario for my system could be when you enter a room full of enemies and, again, a fight scene triggers, for each QTE performed correctly you kill one of them in the fight, for each one failed that enemy survives. At the end of the scene a fight initiates with the remaining enemies.

What do you think? Please only vote if you read the whole post
 

Danpascooch

Zombie Specialist
Apr 16, 2009
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gmaverick019 said:
hmm for some odd reason i could've swore that QTE system has been implemented before somewhere...can't remember where though..
I wouldn't be surprised if it's been used once or twice, I just hope it's adopted more universally, because I really do think it's better than the other systems.
 

Iron Lightning

Lightweight Extreme
Oct 19, 2009
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gmaverick019 said:
hmm for some odd reason i could've swore that QTE system has been implemented before somewhere...can't remember where though..
Oh, it's been done to death in every battle of every Super Mario RPG game which, IMHO, improved the combat immensely.

More on Topic: It is my opinion that any action scenes should take place within the game mechanics and not be a cutscene. Therefore, I believe that quick-time events are pretty useless unless they're a core part of gameplay (e.g. Heavy Rain and Super Mario RPG.)
 

mjc0961

YOU'RE a pie chart.
Nov 30, 2009
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Sorry, but it stinks just like any other quick time event. Also, those Mario RPG games did that but for the whole battle, and they were much worse off for it. It wasn't fun, it wasn't challenging, it was just draining. I came here to play and RPG, to put forth a bit of strategy, and instead I'm just doing QTE after QTE after QTE. :(

Same reason I can't stand the entirety of the music genre, because when you get right down to it, they are nothing but really long quick time events and if you fail too many times you lose, and if you succeed, all you get is that you listened to a song. I can do that without the quick time event though with just a CD or music file from iTunes/Amazon/whatever, so big pass on those from me.

The only game I've played that really pulled it off was Heavy Rain, and that was because it wasn't all quick time events all the time (like Mario RPGs or Rock Hero), and because the QTEs fit with the whole adapting control scheme thing they had for the game.
 

Ironman126

Dark DM Overlord
Apr 7, 2010
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Sounds like what Mass Effect and Mass Effect 2 do. You don't NEED to get it right, but if you do, Commander Shepard does something awesome. Like punching a bitchy reporter in the face! Or pushing someone out of a 600 story window (ok, ok, it's like a 70 story window, you get my point!).
 

badgersprite

[--SYSTEM ERROR--]
Sep 22, 2009
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Yeah, those kind of quick time events don't bother me. It doesn't kill you for failing, but you lose out on something you would have gotten if you succeeded. Optional QTEs aren't as annoying, nor are they particularly annoying if they're a core part of gameplay. Like, if your whole combat system is basically glorified QTEs then people don't really think of them as such.