Most gamers are already aware of what a quicktime event is. A
quicktime event is a cutscene in a game where the player is required
to correctly input a series of button prompts. From that base,
quicktime events can vary in how they are executed. Some require
different sets and types of inputs. Some restrict themselves to
certain parts of the controller. Some restart the entire event if a
player fails an input. Some place the player at the point they lost,
possibly with some penalty like health damage. Some even continue on
despite failure, going with the flow of the event. This weeks article
is a discussion of the quicktime event: where they work, where they
can fail, and an example from a recent game that might reveal
untapped potential for the mechanic.
I
understand why game developers use quicktime events. One of the
positives of using a quicktime event is that it allows the developer
to forge a carefully choreographed and “cinematic” sequence
without completely removing the player from the game, even in the
middle of a combat scenario. Games like God
of War
have become well-known for this. The takedowns that Kratos performs
during a quicktime event immerse the player into the world and give
them a sense of the brutality of Kratos's character. In this case,
the quicktime event functions in service to the game and the world
that the game takes place in. A quicktime event can also act as a
good way to give the player a brief reprieve from standard gameplay
and breakup sections of combat. A brief, easy to pass quicktime event
can allow the player to catch his/her breath and relax for a second
to prepare themselves for the next gameplay sequence.
On
the other hand, from the perspective of the player, the quicktime
event can be one of the most irritating forms of artificial gameplay.
Picture the following in your head: The player has just gone through
a level of gameplay and finally arrived at a cutscene, giving him/her
a time to relax. The cutscene depicts the player character talking
with the villain while the villain has the hero in precarious
position (Because they do that instead of just killing him outright,
but I digress). After this conversation goes on for a minute or two,
then the villain takes a knife and throws it at the player character
and the game goes “Press X to not die!”. The player, controller
set on the table, scrambles to grab it before he fails the randomly
inserted quicktime event. Too late: The knife hits the protagonist in
the head and the player has to sit through the entire conversation
from the very beginning! While this type of game play is certainly on
its way out, it has been done in far too many games. I am sure that
most gamers reading this can think of a game that has done something
like that to the player. There is no excuse for that kind of poor
design. This is not the only bad things about quicktime events. That
same reprieve that I mentioned in the above paragraph could easily
have a regular, non-playable cutscene take place instead of a
quicktime event and the player would not be any worse for wear.
Another failing of the quicktime event is that it often takes the
reins away from the player in order to highlight an action that the
player cannot perform in standard gameplay. Instead of making
characters perform super-cool in a quicktime events, why not just
give that move to the player in standard gameplay. While there are
admittedly times where this could be difficult, it is by no means
impossible. Going back to God
of War,
no one complains that they do not get to perform amazing and visceral
actions in gameplay because the entire game is visceral and exiting
action. Furthermore, any action done in a quicktime event is often
ignored because the player has to keep looking for button prompts. In
that case, a regular cutscene would be a better choice.
But
despite my criticisms, I think there is an untapped potential in
quicktime events that a game released very recently made me realize.
As some of you who read this might be aware, one of new “features”
included in Final
Fantasy XIII-2
was “Cinematic Action”, aka quicktime events. While they are
mostly just used as coup de graces for all the boss fights (Which I
hate. I already defeated the boss. I do not need a quicktime event to
show how they canonically defeated the boss. I know how it died
because I killed it! But again, I digress.), the first quicktime
event did something interesting that I did not expect. While it was a
small thing, it had a profound impact on me and made me alter (if
only slightly) my negative opinion of quicktime events. At the
beginning of the game, the player fights the obvious big bad of the
game (anyone who wields a weapon that looks like Soul Edge is evil)
as Lightning, the hero from Final
Fantasy XIII.
Towards the end, a “Cinematic Action” sequence begins. Instead of
saying “Press X to not die!”, the games gives the player the
choice of two prompts: One button initiates a physical attack and
another cause Lightning to cast Ruin. The event gives the player two
more choices of attacks before it ends in a styleish and admittedly
cool looking sequence. This is an interesting mechanic. I would love
to see a game where the quicktime events is not the player going
through a scripted sequence, but rather them going through an actual
battle, making split second decisions and actually affecting the
outcome of the event by what they are pressing as opposed to having a
reflex test. The scene would change to show who is winning and who is
losing. It could help to bring the player into the frame of mind of
the protagonist and help immerse the player into the experience. I am
extremely disappointed that, twenty hours in and after several more
“Cinematic Action” sequences, they do not do anything similar to
that again. This could have potentially revolutionized the quicktime
event and made it fresh and interesting.
Quicktime events do not have to be stupid and annoying. They are
like any other tool in a game designers arsenal. Used well, they can
be a splendid addition to the experience and add to the immersion of
the game. It is a shame that very few games ever use them well.
2 comments:
Even that was bad tho, the problem with QTE's is they require fast reaction not any strategy. What I would be fine with is a cut scene pausing yes pausing giving you a choice of action. But thats it. What I dont like is. QTE's that give rewards for perfection meaning a penalty for failure, QTE's that kill you (obvious), QTE's that require split second reaction. It is bad in ff13-2 was also bad the one occurance in lost oddysey. The sort of QTE done in tales of vesperia was ok tho as that was much slower paced and had zero penalty at all for mistakes. If there is a cutscene with a QTE you are not immersed because you are watching for flashing buttons telling you what to do instead of the scene itself, extremely aweful design. However if it paused then there would be no need to sit panicking waiting for the flashing buttons.
What if you injected the strategic element into a QTE? What if the player was supposed to gauge the flow and pattern of a sequence/battle and were supposed to react accordingly or not react at all? That's what I'm trying to get across. Instead of forcing a pass/fail system for a QTE. Instead, "failing" one event would just change the flow and force the player to adjust. Losing wouldn't result in a failure, but rather a change it what's happening. I don't think I'm explaining this good enough, but I hope you get the gist of it.
You are correct. Even in the scene that inspired this idea, FF XIII-2 didn't really do QTEs correctly in my opinion. Even that scene boils down to a pass/fail. I don't want that. I'd rather have a system that allows for split-second decisions, not failures. I don't think that even pressing a different button in that scene has any effect on what happens. It's just a variation of "Beat this guy up". It doesn't have to be that way. QTEs can be more than pass/fail and I hate that they've become that, which is why up to this point I've been heavily critical of them.
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