An attempt to dissect quick time events
Playing a game on my couch I started thinking about quick time events, and here is the outcome. This is an attempt to identify some of the key characteristics of quick time events as a game mechanic and what it can mean for a game.
First time I recall encountering a quick time event was back in 2006 while playing Resident Evil 4 on the GameCube. Running down a path I was crushed by a rolling boulder. Since then I have encountered the mechanic a ton of times, sometimes it enhanced the experience, sometimes it slowed it down, sometimes it made me not care about the game at all after experiencing it. It is a mechanic that always seem to stir some debate; is it good, is it bad, just something lazy developers put in because they couldn't’t come up with something good?
Here are a few of my thoughts about “Quick Time Events” feel free to disagree (or agree of course).
The Quick Time Event as a mechanic
Quick Time Events (QTEs) are a mechanic used in tons of games. They are scripted events where button prompts are shown, prompting you to tap a specific button(s) within a short time interval.
As a game pattern, it could be described something like: “A pattern where the player by a scripted event is required to press a specific button/or buttons within a certain, often short, time frame. The button(s) to be pressed will be shown to the player for the duration of the time frame. Whether the player was successful in pressing the buttons determines what happens next in the script.”
There are variations to this pattern, but in general I think the above is a rather accurate description of how a QTE works, maybe not by academic standards, but in a layman’s terms.
Variations exist, for example some games change up the buttons required to succeed, not allowing the player to memorize the sequences.
QTEs break the rules, break the immersion
To me the big difference between a QTE and a planned well timed combination of button presses in say a fighting game is that the QTE-mechanic shows the button that has to be pressed. It does this for mainly one reason.
The action that the player character has to undertake is usually not part of the characters standard repertoire of moves, thus the game has to directly tell the player what to do, since it has not been taught through core gameplay.
Example: By pressing a button Kratos, from the God of War series, will either rip the head of minotaur, pick up an item or enjoy some playful time with female encounters. When a QTE has not been triggered the buttons required to do these actions will make Kratos strike with his weapons, jump etc. but the rules of the game and effect of the button press change during the QTE. If the game didn't show the player what to press to succeed the player would have no idea about what to do to progress.
There could be other reasons depending on type of game and trigger of the QTE.