A lot of people here are using "quick time event" to mean different things, from cutscene interaction, to gimmicky gameplay that is used either as a superfluous addition, or a pitiful substitution to legitimate mechanics. I think it'd be best to use it all inclusively. Meaning, QTEs aren't just inside of cinematics (RE:4), they aren't just used as flair to make a kill more bad-ass (I'm looking at you, The Force Unleashed), they are these things and more. And looking at these examples and how different they are, it can be confusing to describe and understand QTEs.
I mean, take God of War. Here's a game that has multiple instances of QTEs all happening within minutes of each other, and all being very unique. One second you're slicing up a Cyclops in the middle of a battle, and a giant 'O' appears above their head that leads you into a brutal kill animation involving at least three more button presses. The next second your surrounded by two more of these baddies and you're running to a treasure chest for health (which requires you to rapidly hit a button to open).
There are definite deviations in how developers implement QTEs into games, but there is one thing that ties them all together. Specifically hitting a button, because the game is telling you to. This is the distinction between regular gameplay and QTEs. In "normal gameplay", you are pressing buttons for their standard and consistent uses. Hitting 'x' to jump, or holding "R1" to scale walls, for example. You know what I mean. The "controls" of a game. QTEs on the other hand don't involve pressing 'O' to activate invisibility. With QTEs, you are hitting buttons because the game is blatantly telling you to. The square button's only significance in a QTE is the fact that it's the square button. And now you have to hit it.
To put it fancily,
Any time the game explicitly ask you to press a button without disguising it inside of a gameplay mechanic, you've got yourself a quick time event.
Or something like that.
With this idea in mind, I think it's easier to understand what makes QTEs what they are, and what makes people hate them so much.
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As a quick aside, I'd like to mention the example freedomweasel gave:
freedomweasel said:
The only quicktime event I've ever encountered that I felt improved the game was in Gears of War. If you timed your reload right you got a faster reload, messed up and you reloaded slower. Or you could ignore it and reload at a normal pace.
Using the definition I gave of a QTE, the quick reload in Gears wouldn't qualify. It's really damn fun, but it's not a quick time event. The reason for this is, to put it simply, because there
is a reason for it. When you are hitting the right bumper in the middle of combat, you are doing it because it will give you back your ammo, quicker than usual. You aren't doing it because the game is saying "HEY. DUDE. HIT 'RB'."
As a rule of thumb, if you can ascribe the button to a gameplay feature, then it isn't a QTE. This is where we get terms like the "reload" button, the "jump" button, and the "punch your team-mate in the back of the head" button.
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At this point, I'd explain WHY people hate QTEs, since that's the entire reason I started writing this, but... I'm tired.
So, I'm sorry that this leaves off with no conclusion, and no really worth. If anyone wants me to finish my thoughts, I guess I will tomorrow.
Also, sorry it's so poorly written, but... well, I'm a bad writer.