[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
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