Tenmar said:
Guitar hero is NOT QTE. It is simon says(just like DDR) a series of patterns that change only by difficulty setting. QTE by definition is an event that breaks flow of gameplay(or is the main mechanic) and requires the player to act (by pressing a series of commands)fast enough yeilding different results due to success or failure of QTE.
The ur-QTE games are Dragon's Lair and Space Ace, and when the QTE mechanic is the point of the game, there really is no grounds for complaint. I suppose the main question is, how many varieties of gameplay style are allowed in any given title, and are those sidebar/minigames executed with any degree of competence?
As far as Guitar Hero and other rhythm games go, I stick them into the category of performance games, along with puzzle games, rail shooters, and most platformers. By performance games, I mean the gameplay primarily consists of playing and practicing each level repeatedly, until you can finish the level with whatever goal you desire, collect all the digital gewgaws, get a perfect score, speedrun, finish the level with x lives remaining, etc.
In the other sort of game, that I don't have a good term for yet, the gameplay is centered on a player's reaction to the gameplay environment, and includes games strategy games, shmups, and most fps games.
The difference between the two is primarily a function of the dynamicness of the environment. In rhythm and puzzle games, there usually is only one single sequence of verbs that leads to successful completion, and in most platformers, that's usually true as well. In the other sort of game, a degree of randomization occurs that precludes a rpeptition of performance, whether it be the type and location of when enemies appear in a shmup, or how much damage is inflicted and received by units in a strategy.
Naturally, there can be some degree of overlap between the two, but I think that describes two fundamental styles of gameplay that would be suitable for an upper level classification of games.