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Game Design: Press X to Win

Robsavillo
Monday, January 18, 2010

I've just finished playing through a harrowing section of Resident Evil 5. The tense action required me to constantly run about, avoid rabid zombies, and dodge deadly chainsaw attacks. As I finish the area, a sense of relief pulses through me, and I'm greeted with my reward -- a cut-scene.

At least, that's what cut-scenes used to mean. After I've set my controller down in order to fully appreciate the story-telling device, an onscreen notice suddenly prompts me to press several buttons. What the hell? Fuck. I just died. I'm forced to watch this scene again? Ugh.

We all know them, and more than a few of us hate their guts. My inner-Seinfeld surfaces: "What's the deal with these quick-time events?"

 

Resident Evil 5 wasn't my first experience with the ill-conceived game mechanic -- Clive Barker's Jericho clumsily introduced the concept to me. I clearly remember the utter confusion as I fell off a ledge over and over again. Why is the game forcing me to navigate the side of a cliff like this? I thought I was playing a squad-based, first-person shooter!

Both games highlight exactly why I feel quick-time events are lazy game design. These are clearly sequences that the core gameplay could not adequately address; instead, the game hoists a series of timed button presses to get the job done.

Resident Evil 5 is particularly egregious because their inclusion ignores previously learned incentives. Dozens of games have burned into my mind the incontrovertible fact that a cut-scene is a reward for clearing a difficult section. I almost always take the time to set my controller down and enjoy the break.

We critics on the outside aren't the only people to notice the disconnect with quick-time events. Bitmob's past interview with X-Men Origins: Wolverine project lead Dan Vondrak revealed that even developers as notable as Raven Software despise the mechanic.

So, who's responsible? Many would point back to 1983's Dragon Lair, which was, essentially, an interactive cartoon. The game was most impressive because it brought Disney-quality animation to games during a time when blocky sprites reigned supreme. But the gameplay was little more than pressing the right button or pushing the joystick at the right time to progress the animation further.

I'd argue, though, that God of War is likely responsible for the mechanic's popularity among developers. Previously, few games used quick-time events (most notably Shenmue, whose director, Yu Suzuki, is credited with coining the phrase).

But after 2005, a deluge of prominent titles have incorporated the gameplay device -- Assassin's Creed 2, Bayonetta, Indigo Prophecy, Marvel: Ultimate Alliance, Resident Evil 4, and Star Wars: The Force Unleashed are just a few.

While God of War does make use of the previously mentioned cinematic quick-time events for boss fights, the game's combat-focused implementation is less annoying. These occur during the action, so the player's guard is never down. Additionally, failure in this case never means repeating the sequence; instead, the player faces a risk/reward scenario. If a player fails, he'll only lose some health; however, if a player succeeds, he is given a measurable combat bonus.

Despite this, I still feel that the quick-time events in God of War are awkward. Why must there be random button presses? This method is disconnected from the actual gameplay of the hack-n-slash button masher. Why not make these events more intelligently integrated?

Once we go there, we realize that the quick-time event is really a poor man's combo system. If the button presses are intuitively mapped to the available control options, then the player no longer needs blatant "press X to win" onscreen prompts.

Street Fighter 4 does this with the "focus attack" mechanic -- in essence, the game teaches players to read their opponent and press the correct button sequence at the correct time without any onscreen prompts. Demon's Souls is another that teaches players to read opponents in order to successfully use the parry and riposte combat tactic.

I'm hoping that fewer new games take the easy path of quick-time events to force in sequences which clearly do not mesh with the existing gameplay. Instead, I'd rather see developers find intelligent ways to clue players to initiate any particular action.

 
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Comments (22)
Default_picture
January 18, 2010
This is one of those issues that I feel like I should really take a stand on one side or the other, but I find it hard to get too worked up either way. I liked what Resident Evil 4 & 5 did to keep me paying attention to the cut scenes, but I was annoyed that missing a button press made me have to repeat one. They're not really worth watching twice. God Of War has always seemed to handle them the best, and they feel like they belong in those games. I actually look forward to seeing them in God Of War games, because they act as a little reward, you know something cool is about to happen. Indigo Prophecy made me cringe whenever one of those sequences cropped up, especially the extended ones. It felt like all of your attention needed to be on watching for the button icons, and you completely missed whatever action was going on-screen. Either I just can't make up my mind, or it's really about how QTE's are implemented. Not sure which.
Andrewh
January 18, 2010
What would you say about a game like Canabalt, which has been acclaimed for its one-button gameplay?
Default_picture
January 18, 2010
@ Jeff. I agree: QTEs don't make or break games for me. God of War is an example of the best use of QTEs (in my opinion). I can definitely see where some individuals would become aggravated with them as, on occasion, I have as well. I think QTEs need to be carefully considered by development teams and determined to be absolutely essential in game-play or not. Overuse becomes redundant, but not painful. Also, the sentence implying/stating 2005 as a year in which Bayonetta and AC2 were released needs clearing up. Bayonetta and AC2 were not released during that year.
Redeye
January 18, 2010
My biggest problem with Bayonetta was that the first time I played every level I would usually get screwed over by a quick time event or suprise platforming trap that is nearly impossible to react to in time the first time you play. This sort of game design doesn't make sense to me in the least. It gets in the way of the first play through since most people can't react to that kind of stuff completely and consistently the first time they see it and it doesn't help replay value since remembering what to do after you already know about it doesn't take much and isn't at all interesting. I don't know why people defend quick time events in cut scenes. For every time they work well for someone theirs at least as many people they don't work right for at all. Resident evil 5 even has the audacity to randomize it's quick time events. So you can't even memorize them. So EVERY time you see that cutscene you have a chance to randomly fail and have to see it again. What the hell is so fun about that? Quick time events just get in the way of the real game part of the damn game. Sometimes they sort of work for combat stuff like the torture attacks in Bayonetta but if your game can't handle having a sequence be interactive in the actual game engine and you have to use a cut scene, just sack up and keep it as an actual freaking cut scene. If you are pacing the game right it shouldn't matter that someone goes for a minute or two without pressing a button. I actually failed the final section of bayonetta right at the damn climax because I was in control of something that they gave me no clue I was in control of. I thought it was just a cut scene and ended up having to use a continue because they were bad at communicating to the player. It's bad enough that Bayonetta loves randomly failing me because I haven't played their game before but they even lower your score drastically every time you use a continue. So they punish you two fold for not knowing something that they only tell you to do a split second before you have to do it. *sigh* at least the combat was fun. Even though most of the rest of the game was just punishing me for playing it.
Img950653
January 18, 2010
I'm glad you made the distinction between cinematic QTEs and, say, God of War's in-game QTEs. I played through the first Uncharted last week and I can't help but wonder how much better the end of the game would've been had it not boiled down to a QTE - one that I had to repeat 3 times.
Default_picture
January 18, 2010
It seems to me that when RE4 came out, critics heaped praise on its use of quick-time events - it was only later that we all got sick of them, and RE5 didn't get the memo. But at times quick-time events can be nice - like when they have multiple paths. I think they should allow for bonus items but should not be able to result in an instantly killing the player, and forcing them to repeat the scene.
Twitpic
January 18, 2010
I love you, Rob. If there's ever a chance to mention Demon's Souls, you take it. ;D And for good reason, what a great game. Anyway, I had the same problem with Resident Evil 4. I would set down the controller and enjoy my cut-scene reward, only to die. It kept me on for every subsequent cut-scene, but yeah, it's just not good game design.
Default_picture
January 18, 2010
Now, I completely agree with the uselessness of cut-scene QTEs. RE4 would constantly grate on my nerves. I agree: cut-scenes should be a cinema advancing the story, not a game-play element.
Robsavillo
January 18, 2010
Paul, I almost included Uncharted in my examples -- I feel it's a special case. The QTE was really just the brutal combo. I wish the game had instead let me figure out that the combo was the final boss's weakness, not baby-step me through executing the maneuver three times. That fight has to be one of the most disappointing end battles in gaming history.
Jason_wilson
January 18, 2010
I hate games with quick-time events. I feel they take you out of the game's story and world. The last game I played at home with QTEs annoyed and frustrated me so much with its QTEs that I crushed the controller in my hand.
Andrewh
January 18, 2010
It's for iPhone too, but here's the free flash version [url] http://www.kongregate.com/games/AdamAtomic/canabalt[/url]
4540_79476034228_610804228_1674526_2221611_n
January 18, 2010
I don't mind the tasteful use of QTE's and I actually think RE5 did them just right. I can't see how anybody could get worked up over the cutscenes in RE5..they're very brief.
Default_picture
January 18, 2010
@Jason so after you crushed the controller .. were you more upset with the game for the QTE or for it making you be down 1 controller? 8)
Jason_wilson
January 18, 2010
@Toby The game, because I wouldn't have crushed the controller if I hadn't been touched the game.
Brett_new_profile
January 18, 2010
@Andrew: I'd like Canabalt more to a rhythm game than a quick-time event.
Robsavillo
January 18, 2010
I just tried Canabalt -- definitely does not fall into the QTE category. The game never prompts the player to jump. Instead, you have to figure that out for yourself by reading the environment. I'd say Canabalt is a timing game, like Punch Out.
Default_picture
January 19, 2010
I've always kind of liked qte's and haven't had much problems getting by them. [quote]This method is disconnected from the actual gameplay of the hack-n-slash button masher. Why not make these events more intelligently integrated?[/quote] If there is a term that describes sentences that are oxymorons, it would fit for that. Maybe it's just my hatred of hack and slash button mashers, but what does intelligence have to do with that genre of games?
Robsavillo
January 19, 2010
Mike, I don't necessarily agree, simply because intelligently mapping a game's input commands to the controller has little to do with the thought processes required of the player. My point is that -- to take Resident Evil 5 as an example -- I've been holding L1 to ready my weapon and pressing R1 to fire the entire game, why am I suddenly prompted to press L1 and R1 together in order to initiate a dodge action in a QTE? That's the disconnect. The QTE commands are not intelligently mapped to the existing control scheme.
Andrewh
January 19, 2010
Ah, it's the prompting that is the irksome bit about QTEs. And I agree.
Default_picture
January 19, 2010
I found RE5 in coop was especially frustrating because either player could fail his or her respective QTE. I played through the game with my girlfriend and we were both responsible for having to redo a few sections. Worst of all, (Minor Spoiler Alert) I missed the QTE to save Sheva from falling out of the helicopter at the end of the game. (/End Spoiler) Not only did we have to replay the sequence, but I got a ton of crap for letting her plummet to her doom. Whoops. :P
Me_and_luke
January 20, 2010
Both the prompting [i]and[/i] execution of QTE's annoy me. Pressing a button every few seconds does not connect me with the player's actions. Moreover, the hand-eye co-ordination required to wait for the next button prompt and quickly press accordingly detracts my attention from the cool-looking action or combat that is occurring. Honestly, what am I gaining from this brief, shallow gameplay experience?
Image2496
January 20, 2010
I feel the game I was comfortable with QTEs was Indigo Prophecy, because they're mapped to the controller in an intuitive manner. Any action you do on the controller, moves the character in that direction, so a push of both analog sticks to the right makes Kane dodge a car to the right. Which is why I didn't have as much a problem with Jericho as you did, and why I hate them in RE 4/5.

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