Quick-Time Event Hero?

Recommended Videos

Nivag the Owl

Owl of Hyper-Intelligence
Oct 29, 2008
2,615
0
41
Um... I'm sorry, no offense, it's a true observation about how they're both quick time events but you cannot possibly be saying Guitar Hero and the Force Unleashed are identical games because of it. I don't even know where to start on how messed up this argument is.

Seriously man, think about what you're saying. It's like me saying Counterstrike is similar to posting on the Escapist as they both involve me left-clicking at some point. It's just a registered event. It can be used in hundreds of different ways for hundreds of different concepts.
 
Nov 6, 2007
215
0
0
Nice try OP but rhythm games are NOT just big QTEs. Specifically because rhythm games have been around for about ten years longer than any QTE I can remember. And before you go knocking the arguments that your logic can basically be applied to all games, think about Another World, or N, or Oddworld, or any one of a hundred titles I could name that rely almost exclusively on exact timing and sequence memorization to stay alive. Sure there are differences, but there are differences between QTEs and rhythm games too. Manual dexterity needs to be much higher when playing something like Rock Band, and especially the more difficult songs/difficulty settings of DDR. Then there are the mechanics of rhythm games that most people ignore completely. Hammer-downs and pull-offs in Guitar Hero, foot placement and step technique in Dance Dance Revolution, alternating scratch/mix freehand methods in Beatmania. QTEs are largely unnecessary simplifications of the game play process. Rhythm games are skill based games in which you follow a rhythm and pattern to score points. Higher points are rewarded for harder difficulties, but higher skill is required. Anyone can push X to not die. Not anyone can Dragonforce, Or Mei, or Max Unlimited.
 
Nov 6, 2007
215
0
0
apsham said:
...but you DO have full control in Guitar Hero and Rock Band. You're taking something that's come up recently in games, and placed it on something that just doesn't deserve it. Rhythm games with button presses as such, go back to stuff like Dance Aerobics in 1987 by Nintendo and had been around in stuff like Dance Dance Revolution. Die Hard Arcade and Shenmune (1996 an 1999) are usuallly credited with the first QTE in the way that we know them today... but rhythm based games had been a big staple far before that. If you're going to point at a game and say "That's ALL QTE" then look at the plethora of Dragon Lair games that came out for the Sega CD.

That is WAY closer to the analogy that you are making.

Thank you. People always forget about Dragons Lair and Space Ace and Die Hard Arcade. Every once in awhile I gues we have to school the young-uns who think they know everything about gaming because they got into it way back when Halo 1 was first released. :)
 

Taerdin

New member
Nov 7, 2006
977
0
0
I thought this thread was about Indigo Prophecy...

That game was awesome... well... I enjoyed it!

Until they actually make a game called quick-time hero, or you're making a thread about Indigo Prophecy please refrain from enticing me with title names, thank you.
 

asiepshtain

New member
Apr 28, 2008
445
0
0
SuperMse said:
The only difference is that in Guitar Hero there is no other gameplay than QTEs.
Thats the heart of it, quick time events aren't faulty because of their own fault. As said here, you can think of the whole of gaming as a QTE. The problem with most QTEs in gaming is that they are inserted in unrelated gaming mechanics and implemented badly. When they are implemented correctly QTEs can be great ( see God of War) when they are implemented in a game sporadically and without warning and on top of that are implemented badly, thats when they suck.

Yes, guitar hero is QTE to music. Nothing wrong with it.
 

searanox

New member
Sep 22, 2008
864
0
0
KDR_11k said:
No, QTEs have no reasoning involved. When you have a rocket approaching you you have to decide what to do (can depend on the situation, sometimes just sidestepping won't work), when you attack you have to make decisions on where to aim, what to shoot first, etc (and usually you have different means of shooting things and such). A QTE has zero thinking involved beyond "where's that button?", either you hit the button and advance on cutscene path A or you don't and advance on path B (which is usually a fancy game over message or the enemy regaining health or something else that you don't want). Few if any QTEs even make you decide between hitting the button and not doing so because the only way to win is to do it, there's no "given my situation, should I hit the button?"
My point is that, when you make generalisations and oversimplifications for your arguments to hold up, then your arguments are invalid.
 

Remleiz

New member
Jan 25, 2009
630
0
0
i liked shenmues QTE but probably because they were a major part of the game play
but it worked there, and they also gave you enough time for them too
 

JediMB

New member
Oct 25, 2008
3,093
0
0
Alright, here's why I disagree with the OP:

Quick-Time Events:
Look at the words. They're time-based events where you have to be as quick as possible. A symbol appears on the screen, and you have to press the corresponding button as quickly as possible. That means right away. NOW! NOW! NOW!

Guitar Hero/Dance Dance Revolution:
Symbols move from one edge of the screen towards the opposite, giving you limited prep time before you need to give the game the proper input. You don't press the buttons as quickly as possible, but rather have to do it with the right timing... which is determined by the rhythm of the music.

So, no, the only similarity between QTEs and GH/DDR is that the game shows you color/symbol-coded instructions on what buttons to press, but the execution of input expected from the player is completely different.