I'm old enough to remember playing (and inexplicably enjoying) games like Road Avenger that were basically just one long sequence of QTEs...
Done right QTEs can be effective. My opinion on how to do QTEs correctly:
- Fair warning, please. If I think I'm watching a pre-rendered cinematic and a QTE suddenly pops up, I'm not going to be ready for it.
- Ideally, signpost the urgency or how long I have to react. The Walking Dead usually does this very well indeed, by introducing a "red vignette = danger" prompt, and often displaying a countdown timer bar.
- Don't include in a QTE anything that could reasonably be tackled through regular gameplay instead.
- Failure shouldn't be the end of the world. If failing a QTE means death, then let us replay from a few seconds before - don't make us sit through two minutes of cutscene each time we fail. Ideally, QTEs should be an optional extra, like the branching/alternate end sequences in Soul Calibur 3, or the contextual interactions in Assassins Creed 2.
- A little leniency in reaction time please! Some of us play multiple consoles and our recognition of individual buttons might not be up to scratch. I remember playing through Shenmue for the first time I'd screw up QTEs every time because I was used to the bottom row of buttons being A, B, C like the Mega Drive and Saturn, not X, A, B like modern consoles. And, a current-gen gripe - if you expect us to use a certain trigger, bumper or stick as part of a QTE, please make it ABUNDANTLY clear which one! I don't want to have to squint to double-check whether that tiny icon says "RB" or "LB" - that's just shitty unintuitive design, not a true test of reactions. A notable offender of this: current-gen Turok.