Quick Time Events
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Quick Time Events
Can anybody think of something to replace QTE There has got to be something thats better the mashing a button to turn a crank or dying from a half a second on screen prompt. Modern games have got really lazy about this.
BeyondGroovyGaming- Posts : 219
Join date : 2013-01-22
Location : Time traveling
Re: Quick Time Events
You could replace specified QTEs that deal with escaping a grip with random button mashing. That worked in the past and I've never heard complaints until you were required to simply press A to win. Look at the old Resident Evils, grabbed by a zambambo? Mash the fuck out!
As for action specific ones, maybe a minigame? Really its hard to do things with limited options on the controller?
As for action specific ones, maybe a minigame? Really its hard to do things with limited options on the controller?
Re: Quick Time Events
Lark Dawkins wrote:You could replace specified QTEs that deal with escaping a grip with random button mashing. That worked in the past and I've never heard complaints until you were required to simply press A to win. Look at the old Resident Evils, grabbed by a zambambo? Mash the fuck out!
As for action specific ones, maybe a minigame? Really its hard to do things with limited options on the controller?
Motion controlls problem sloved.
BeyondGroovyGaming- Posts : 219
Join date : 2013-01-22
Location : Time traveling
Re: Quick Time Events
I really don't have a problem with QTEs; if they're done well, that is. For example, Resi6 had well done QTE (albeit a little too much of them) but they always prompted you to press different buttons or mash a different stick. But if it's just "mash the a button" repeatedly then I can agree with you that it would get a little lackluster.
Zakerdoodle- Posts : 11
Join date : 2013-01-25
Location : A city in a state.
Re: Quick Time Events
I don't really have a problem with QTEs either, except whenever they're used in static sequence to fight a boss. In Far Cry 3, the boss fights are done in dream sequences, but they were just these knife fight QTE sequences. Though I had fun, I felt that Ubisoft missed out on something they could've done with these fights. But a more subtle QTE exists in the game that I've used throughout the story. The Takedown. Essentially all its just a scripted QTE without an onscreen prompts, that can be linked to more events through simply just knowing the commands.
Re: Quick Time Events
How about this?
In context for a type of 1v1 quick encounter type of deal:
In Gears of War there is a QTE that takes place whenever two Lancer wielders attempt to chainsaw each other at the same time, where they must mash A faster than the other to win.
Now, how does this sound? (In context of a different game)
Two players attempt to melee each other, so they enter a sort of QTE. But have it in a sort of Rock Paper Scissors kind of style.
Either have three/four dedicated buttons that correspond to Rock/Paper/Scissors, and maybe with a fourth, throw in a cancel out deal? A beats B, A loses to X, A & Y cancel each other out?
OR
A fast paced duel system where you have to target arms/legs/head/torso and have cancel outs, instakill, heavy damage, recoil, or other various outcomes?
In context for a type of 1v1 quick encounter type of deal:
In Gears of War there is a QTE that takes place whenever two Lancer wielders attempt to chainsaw each other at the same time, where they must mash A faster than the other to win.
Now, how does this sound? (In context of a different game)
Two players attempt to melee each other, so they enter a sort of QTE. But have it in a sort of Rock Paper Scissors kind of style.
Either have three/four dedicated buttons that correspond to Rock/Paper/Scissors, and maybe with a fourth, throw in a cancel out deal? A beats B, A loses to X, A & Y cancel each other out?
OR
A fast paced duel system where you have to target arms/legs/head/torso and have cancel outs, instakill, heavy damage, recoil, or other various outcomes?
Re: Quick Time Events
Zakerdoodle wrote:I really don't have a problem with QTEs; if they're done well, that is. For example, Resi6 had well done QTE (albeit a little too much of them) but they always prompted you to press different buttons or mash a different stick. But if it's just "mash the a button" repeatedly then I can agree with you that it would get a little lackluster.
I don't think twirling the stick around to lower a bridge is a well done QTE or a rewarding one. I'm insulted by the laziness of Fry Cry 3's boss fights which actually just say "Press X" That's like someone standing next to you while playing just yelling at you how beat the boss when you don't fucking need it. Now Resident Evil 4 QTE when you're grabbed are fine, because mashing the shit of the A button matchs the tension of having your neck ringed.
BeyondGroovyGaming- Posts : 219
Join date : 2013-01-22
Location : Time traveling
Re: Quick Time Events
These are all better then the QTE modern game devs are usingLark Dawkins wrote:How about this?
In context for a type of 1v1 quick encounter type of deal:
In Gears of War there is a QTE that takes place whenever two Lancer wielders attempt to chainsaw each other at the same time, where they must mash A faster than the other to win.
Now, how does this sound? (In context of a different game)
Two players attempt to melee each other, so they enter a sort of QTE. But have it in a sort of Rock Paper Scissors kind of style.
Either have three/four dedicated buttons that correspond to Rock/Paper/Scissors, and maybe with a fourth, throw in a cancel out deal? A beats B, A loses to X, A & Y cancel each other out?
OR
A fast paced duel system where you have to target arms/legs/head/torso and have cancel outs, instakill, heavy damage, recoil, or other various outcomes?
BeyondGroovyGaming- Posts : 219
Join date : 2013-01-22
Location : Time traveling
Re: Quick Time Events
The Takedown isn't a QTE, thats like saying shooting is a QTE because your pressing a button.Lark Dawkins wrote:I don't really have a problem with QTEs either, except whenever they're used in static sequence to fight a boss. In Far Cry 3, the boss fights are done in dream sequences, but they were just these knife fight QTE sequences. Though I had fun, I felt that Ubisoft missed out on something they could've done with these fights. But a more subtle QTE exists in the game that I've used throughout the story. The Takedown. Essentially all its just a scripted QTE without an onscreen prompts, that can be linked to more events through simply just knowing the commands.
BeyondGroovyGaming- Posts : 219
Join date : 2013-01-22
Location : Time traveling
Re: Quick Time Events
There is a fine art to button mashing... youre not doing it right maybe?BeyondGroovyGaming wrote:Can anybody think of something to replace QTE There has got to be something thats better the mashing a button to turn a crank or dying from a half a second on screen prompt. Modern games have got really lazy about this.
Try cursing a little more and gritting your teeth while hold the controller at a slight 45 degree angle.
merryhappyness- Posts : 41
Join date : 2013-02-24
Location : 221 Baker Street
Re: Quick Time Events
Thanks I try that.merryhappyness wrote:There is a fine art to button mashing... youre not doing it right maybe?BeyondGroovyGaming wrote:Can anybody think of something to replace QTE There has got to be something thats better the mashing a button to turn a crank or dying from a half a second on screen prompt. Modern games have got really lazy about this.
Try cursing a little more and gritting your teeth while hold the controller at a slight 45 degree angle.
BeyondGroovyGaming- Posts : 219
Join date : 2013-01-22
Location : Time traveling
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