Quick time event

Last updated
A hypothetical example of a quick time event in a video game. Pressing the X button can stop Wikipe-tan from being hit by the football. Quick time event mockup.jpg
A hypothetical example of a quick time event in a video game. Pressing the X button can stop Wikipe-tan from being hit by the football.

In video games, a quick time event (QTE) is a method of context-sensitive gameplay in which the player performs actions on the control device shortly after the appearance of an on-screen instruction/prompt. It allows for limited control of the game character during cut scenes or cinematic sequences in the game. Performing the wrong prompt, mistiming the action, or not performing any action at all results in the character's failure at their task, resulting in a death/failure animation and often an immediate game over or the loss of a life, with some games providing a lesser but significant penalty of sorts instead.

Contents

The term "quick time event" is attributed to Yu Suzuki, director of the game Shenmue which used the QTE feature (then called "quick timer events") to a great degree. They allow for the game designer to create sequences of actions that cannot be expressed through the game's standard control scheme, or to constrain the player into taking only one specific action at a critical moment. While some uses of QTE have been considered as favorable additions to gameplay, the general use of QTE has been panned by journalists and players alike, as these events can break the flow of the game and force the player to repeat sections until they master the event, adding false difficulty to the game.

Mechanics

QTEs generally involve the player following onscreen prompts to press buttons or manipulate joysticks within a limited amount of time. Games played on systems controlled with motion controllers, such as Nintendo's seventh-generation Wii and Nintendo DS, may also implement QTEs with appropriate gestures (for example, the Wii version of Tomb Raider Anniversary requires players to thrust both the Wii Remote and Nunchuk, held in each hand, forward simultaneously to evade a dangerous situation in a cutscene [1] ). The prompts are often displayed as a graphical image of the physical controller button; for example, games on PlayStation systems may show any of the four shape-marked face buttons (cross, square, circle or triangle) on the DualShock controller as input for the event. Such actions are either atypical of the normal controls during the game or in a different context from their assigned functions. Whilst most prompts simply require the player to push the appropriate button in time, some may require different types of actions, such as repeatedly pressing a button a certain number of times within the time limit or hitting the button with precise timing.

History

Yu Suzuki is credited with coining the term "quick-time event" and popularizing its use in Shenmue. Yu Suzuki - Game Developers Conference 2011 - Day 3.jpg
Yu Suzuki is credited with coining the term "quick-time event" and popularizing its use in Shenmue .

Although the origin of QTE are often attributed to interactive movie laserdisc video games that showed video clips stored on a laserdisc like Dragon's Lair (Cinematronics, June 1983), Cliff Hanger (Stern, December 1983) and Road Blaster (Data East, 1985), [2] these left little room for more advanced gameplay elements. These games had graphics on par with animated cartoons at a time when video games were composed of simple, pixelated characters. Their gameplay consisted of watching an animated video and pressing the correct button every few seconds to avoid seeing a (circumstance-specific) loss scene and losing a life. [3] Compared to modern titles, games like Dragon's Lair would require the player to memorize the proper sequence and timing of their input, effectively making the entire game one continuous QTE. [4] Such uses were also seen as giving the player only the illusion of control, as outside of responding to QTE, there were no other commands the player could enter; effectively, these games were considered the equivalent of watching a movie and responding every few minutes to allow it to continue. [4] An improvement to the QTE mechanic was flashing the buttons that need to be pressed on the screen, which appeared in the laserdisc games Super Don Quix-ote (Universal, 1984), [5] Ninja Hayate (Taito, 1984), Time Gal (Taito, 1985) and Road Blaster .

Die Hard Arcade (Sega, 1996), Sword of the Berserk: Guts' Rage and most notably Shenmue (Sega, 1999) for the Dreamcast introduced QTEs in the modern form of cutscene interludes in an otherwise more interactive game. [6] Shenmue's director Yu Suzuki is credited with coining the phrase "Quick Time Event", [6] which were included in the game as to provide "a fusion of gameplay and movie" and create cinematic experience to the player. [7] The game's manual called them "quick timer events", but the phrase became popularized as "quick time events" since its release. [8] [9] Since this period, several other games on modern console and game systems have included QTEs or similar mechanics, and are not limited to the action or adventure genre. For instance, in the Wii version of the sports games 2010 FIFA World Cup South Africa , QTEs are used to save penalty shots and free kicks aimed towards the goal, or win possession of the ball after it is punted or corner-kicked. Failure to execute the quick time event in time would result in the opposing team scoring a goal or claiming possession of the ball.

To improve game accessibility, action games increasingly contain options to individually disable quick time events and other design elements that contribute to a game's difficulty. [10]

Use and critical reaction

QTEs have received mixed reactions from players and journalists. They can be used effectively to enhance cutscenes and other actions. The use of QTEs within Shenmue is often praised, as "they seamlessly flow from cinema to the QTE sequence without any loading pauses at all", [11] and sections which utilized the QTE were considered "some of the most thrilling in the whole game". [12] At the same time, they also are considered to be a weak addition to gameplay, and often force the player to repeat such sections until they complete the QTE perfectly to move on. They are often considered a "bane of action games", as their presence breaks the standard flow of the game and reduce the control of the game for the player to a few buttons, distracting, and turning interactivity into a job. [13] [14] Also, QTEs may frustrate the player due to the fact that they might not have any sign that they are about to happen.

QTEs are often used during dramatic cutscenes. Resident Evil 4 uses QTEs (described by cinematics lead Yoshiaki Hirabayashi as an "action button system") to "facilitate a seamless transition between gameplay and the in-game movies" and prevent players from losing interest during cutscenes. [15] One example in Resident Evil 4 is a knife fight. The fight occurs during a late-game cutscene where the protagonist meets a major villain, who explains missing links in the game's story while periodically slashing at the protagonist and requiring the player to quickly press a button to parry him. [6] [14] As the action takes place during the major revelation of the game, the QTE serves to prevent the player from skipping over the cutscene. While this example is considered to use QTEs effectively, punctuating the heated discussion between the characters with rapid player reactions, it also demonstrates a common failing with the mechanism, in that if the player should miss a QTE, the protagonist will be killed, and the player must restart the cutscene and the fight from the start. [6] Because of the likelihood of player death, the phrase "Press X to not die" has become synonymous with the use of QTEs in game. [16] Furthermore, when a QTE is used during such a scene, the player's attention is drawn away from the animation and instead to the area of the screen where the button control indicator would appear, rendering the effort put into animating the scene meaningless. [17]

Another problem with the use of QTE during cutscenes is that it can dilute the emotion and importance of the scene to a single button press, trivializing the nature of the scene. This issue was raised from Call of Duty: Advanced Warfare , in which during an early scene where the player character attends the funeral of a fallen fellow soldier, the player is given the option to press a button to mourn for the soldier. Forcing this type of interaction has been considered a poor form of storytelling, as some have argued the scene could have been played out without requiring player action to make the same form of emotional connection to the protagonist, or with the player given more control of the character. [18] [19]

QTEs may be used to provide a limited control scheme for a scene within the game that would be otherwise difficult or impossible to perform with the game's standard controls. [6] A second example from Shenmue II requires the player to navigate several narrow planks across a void in a disused building, every so often responding to a QTE to regain the character's balance, with each successive plank requiring more and quicker responses to QTEs. Failing to respond to the QTE leads to the character's death and requiring the player to restart the sequence. This sequence has been strongly criticized, as when the plank sequence is finished, the player is rejoined by another character who had used the elevator to bypass the floors, an option not given to the player. [6]

More recent games have used QTEs that occur more directly in gameplay and, when failed, do not end the game for the player. The God of War series uses QTEs as finishing moves: by completing the maneuver successfully, the player can defeat larger beasts or bosses, but failure to complete only leads to being tossed away, upon which the player can move back into battle to continue to fight. [6] Often these are progressive QTE systems where the player is only partially penalized for missing the necessary commands; these often take place in boss battles. An example of this usage is from the game Ninja Blade ; during a special attack by the boss, the player can attempt a series of QTEs to minimize the distance that the protagonist is pushed back down a long hallway from the boss, reducing the amount of time and damage that the character would then take in rushing the boss at the conclusion of the attack. [6] Other positive means of incorporating the QTE is for manipulating the environment to gain a tactical edge; Gears of War 2 , for example, includes one area where the player character and his non-player character squad are on a circular elevator, fending off hordes of monsters engaging them on all sides. By temporarily abandoning the battle, the player can engage the elevator through a QTE at its control panel to gain the high ground, though this gain can be nullified if the monsters engage a second control panel. [6]

More recent use of QTEs have been within cutscenes themselves where failing to perform the QTE may alter or provide more details about the game's story and affect the character later in the game, though the changes are generally minimal, essentially boiling down to a "what if?" scenario. In Mass Effect 2 and Mass Effect 3 , certain cutscenes contain dramatic moments where a QTE will appear for a short moment, indicating an action that will drive the character towards either extreme of a morality scale. In one case, the player is given the opportunity to stop ruffians from firing upon a weaker character, with the QTE provided helping to boost the player towards higher moral standing. [20] Telltale Games' The Walking Dead includes QTEs intermittently, creating tension throughout the game. Furthermore, during conversation trees with non-player characters, failure to select the next choice of topic in a limited time may affect later events in the game. [21] This "quick time conversation" mechanic is used in other Telltale games as well.

More recently, the games Fahrenheit (Indigo Prophecy in North America), Heavy Rain , and Detroit: Become Human from Quantic Dream are primarily presented as sequences of QTEs, integrating the mechanic as part of the core gameplay, and present controller actions that correlate directly with the character actions on the screen; [13] [22] this was emphasized further in Heavy Rain by a game patch to support the use of the PlayStation Move motion controls where the player could actually physically perform the moves that corresponded with character actions. [23] In both games, players may miss certain QTEs, or may be given a choice of multiple QTEs they could perform; opting of which QTEs to perform would alter the story, with the possibility of character death at some later point. In Heavy Rain, for example, the player controls the fates of the game's four playable characters, leading to numerous different endings if the characters remained alive and if they had discovered critical information. Even prior to Heavy Rain's release, the game's director David Cage had to defend his vision of the game from critics that were skeptical of the reliance on QTEs within Heavy Rain and created an early stigma on the game's reception. [24] Despite the integration, Heavy Rain was often criticized for use of QTEs in otherwise non-dramatic situations. In an early sequence in the game, the player has to control the lead character to find his son Jason in the mall, with the only available action of pressing the "X" button to shout "Jason" having no apparent effect. [23] [25]

With the onset of newer technology to improve graphics, controls, in-game physics, and artificial intelligence, gameplay elements previously simulated through QTEs can potentially be re-implemented as core game mechanics. Road Blaster used QTEs to steer the car and ram other vehicles off the road in pre-rendered animated scenes, while a modern game like Burnout Paradise gives the player full control of the vehicle and uses its game engine to create real-time crashes with other vehicles. [6] Similarly, Dragon's Lair 3D: Return to the Lair recreates the experience of the pre-animated scenes from Dragon's Lair as a platform game, allowing the player to react freely to the environmental traps and monsters. [26]

Related Research Articles

<i>Shenmue</i> (video game) 1999 action-adventure game

Shenmue is a 1999 action-adventure game developed and published by Sega for the Dreamcast. It follows the teenage martial artist Ryo Hazuki as he sets out in revenge for the murder of his father in 1980s Yokosuka, Japan. The player explores an open world, fighting opponents in brawler battles and encountering quick time events. The environmental detail was considered unprecedented, with numerous interactive objects, a day-and-night system, variable weather effects, non-player characters with daily schedules and various minigames.

Ninja Gaiden is a media franchise based on action video games by Tecmo featuring the ninja Ryu Hayabusa as its protagonist. The series was originally known as Ninja Ryukenden in Japan. The word "gaiden" in the North American Ninja Gaiden title means "side story" in Japanese. The original arcade version, first two Nintendo Entertainment System games and Game Boy game were released as Shadow Warriors in PAL regions. As of 2008, the series has shipped over 7.7 million copies.

<i>Space Ace</i> LaserDisc based videogame

Space Ace is a LaserDisc video game produced by Bluth Group, Cinematronics and Advanced Microcomputer Systems. It was unveiled in October 1983, just four months after the Dragon's Lair game, followed by a limited release in December 1983 and then a wide release in Spring 1984. Like its predecessor, it featured film-quality animation played back from a LaserDisc.

<i>Dragons Lair II: Time Warp</i> 1990 video game

Dragon's Lair II: Time Warp is a 1990 laserdisc video game by the Leland Corporation. It is the first true sequel to Dragon's Lair. As with the original, Dragon's Lair II: Time Warp consists of an animated short film that requires the player to move the joystick or press a fire button at certain times in order to continue. It takes place years after the original Dragon's Lair. Dirk has married Daphne, and the marriage has produced many children. When Daphne is kidnapped by the evil wizard Mordroc in order to be forced into marriage, Dirk's children and his mother-in-law are clearly upset by the abduction of Daphne, and Dirk must once again save her.

<i>Brain Dead 13</i> 1995 video game

Brain Dead 13 is an interactive movie video game developed and originally published in North America by ReadySoft on 15 December 1995 and in Europe by Empire Interactive on the same year for MS-DOS. Unlike Dragon's Lair and Space Ace, which began as laserdisc arcade games, it was only released for personal computers and video game consoles. In the game, players assume the role of young computer expert Lance Galahad to defeat Dr. Nero Neurosis at his castle and its residents. Its gameplay is primarily presented through the use of full-motion video (FMV).

An interactive film is a video game or other interactive media that has characteristics of a cinematic film. In the video game industry, the term refers to a movie game, a video game that presents its gameplay in a cinematic, scripted manner, often through the use of full-motion video of either animated or live-action footage.

Time Traveler or Hologram Time Traveler is a LaserDisc interactive movie arcade game. It was designed by Dragon's Lair creator Rick Dyer, and released in 1991 by Sega. Its plot is that an American old west cowboy named Marshal Gram travels to various timelines to rescue Princess Kyi-La and defeat the evil time lord Vulcor. The game is best known for its arcade cabinet which displays a "holographic" like projection, produced using optical technology from Dentsu.

<span class="mw-page-title-main">Twitch gameplay</span> Type of video gameplay scenario that tests a players response time

Twitch gameplay is a type of video gameplay scenario that tests a player's response time. Action games such as shooters, sports, multiplayer online battle arena, and fighting games often contain elements of twitch gameplay. For example, first-person shooters such as Counter-Strike and Call of Duty require quick reaction times for the players to shoot enemies, and fighting games such as Street Fighter and Mortal Kombat require quick reaction times to attack or counter an opponent. Other video game genres may also involve twitch gameplay. For example, the puzzle video game Tetris gradually speeds up as the player makes progress.

<i>Strahl</i> (video game) 1993 video game

Strahl is an interactive movie game originally developed by Data East featuring animation by Toei Animation. It was originally intended to be released as a LaserDisc-based arcade game under the title of Chantze's Stone in 1985, but was shelved. The game would resurface a decade later for the LaserActive's Mega-LD module under the title of Triad Stone and on the 3DO Interactive Multiplayer and Sega Saturn under its final title.

<i>Ninja Gaiden</i> (NES video game) 1988 video game

Ninja Gaiden, released in Japan as Ninja Ryūkenden and as Shadow Warriors in Europe, is an action-platform video game developed and published by Tecmo for the Nintendo Entertainment System. Its development and release coincided with the beat 'em up arcade version of the same name. It was released in December 1988 in Japan, in March 1989 in North America, and in August 1991 in Europe. It has been ported to several other platforms, including the PC Engine, the Super NES, and mobile phones.

<i>SpongeBob SquarePants featuring Nicktoons: Globs of Doom</i> 2008 action-adventure video game

SpongeBob SquarePants featuring Nicktoons: Globs of Doom is a 2008 Action-adventure video game, a sequel to Nicktoons: Attack of the Toybots, and the fourth and final installment in the Nicktoons Unite! series. Characters from The Adventures of Jimmy Neutron, Boy Genius, Danny Phantom, SpongeBob SquarePants, Invader Zim, and Tak and the Power of Juju appear. This is the only Nicktoons Unite! game to not feature characters from The Fairly OddParents. The original developers of the previous games for consoles, Blue Tongue Entertainment, did not return to create this installment.

<i>Metroid: Other M</i> 2010 video game

Metroid: Other M is an action-adventure game developed by Team Ninja and Nintendo SPD and published by Nintendo for the Wii on August 31, 2010. It is part of the Metroid series, and takes place between the events of Super Metroid and Metroid Fusion. The player controls intergalactic bounty hunter Samus Aran, who investigates a derelict space station with a Galactic Federation platoon, including her former commanding officer, Adam Malkovich.

An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story, driven by exploration and/or puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based media, such as literature and film, encompassing a wide variety of genres. Most adventure games are designed for a single player, since the emphasis on story and character makes multiplayer design difficult. Colossal Cave Adventure is identified by Rick Adams as the first such adventure game, first released in 1976, while other notable adventure game series include Zork, King's Quest, Monkey Island, Syberia, and Myst.

<i>Asuras Wrath</i> 2012 video game

Asura's Wrath is an action video game developed by CyberConnect2 and published by Capcom. It was first announced at the Tokyo Game Show in 2010, and was released worldwide in February 2012. The game was released on PlayStation 3 and Xbox 360.

<i>Freedom Planet</i> 2014 video game

Freedom Planet is a 2014 platform game developed and published by American video game designer Sabrina DiDuro, for her studio GalaxyTrail. The player controls one of three anthropomorphic animal protagonists: the dragon girl Lilac, the wildcat Carol, or the basset hound Milla. Aided by a duck-like alien named Torque, the girls attempt to defeat the evil Lord Brevon, who plans to steal the Kingdom Stone and conquer the galaxy. While the game focuses on fast-paced platforming, its levels are interspersed with slower action scenes.

<i>Dragons Lair</i> (1983 video game) 1983 LaserDisc-based arcade game

Dragon's Lair is an interactive film LaserDisc video game developed by Advanced Microcomputer Systems and published by Cinematronics in 1983, as the first game in the Dragon's Lair series. In the game, the protagonist Dirk the Daring is a knight attempting to rescue Princess Daphne from the evil dragon Singe who has locked the princess in the foul wizard Mordroc's castle. It featured animation by ex-Disney animator Don Bluth.

Dragon's Lair is a video game franchise created by Rick Dyer. The series is notable for its Western animation-style graphics and complex decades-long history of being ported to many platforms. It has been adapted into television and comic book series.

Without Memory is a single-player third person interactive psychological thriller video game, being developed by Russian studio Dino Games for the video game console PlayStation 4.

<span class="mw-page-title-main">Cutscene</span> Sequence in a video game that is not interactive, breaking up the gameplay.

A cutscene or event scene is a sequence in a video game that is not interactive, interrupting the gameplay. Such scenes are used to show conversations between characters, set the mood, reward the player, introduce newer models and gameplay elements, show the effects of a player's actions, create emotional connections, improve pacing or foreshadow future events.

<span class="mw-page-title-main">Press F to pay respects</span> Internet meme

"Press F to pay respects" is an Internet meme that originated from Call of Duty: Advanced Warfare, a 2014 first-person shooter in Activision's Call of Duty franchise. It originated as a set of instructions conveyed during an in-game quick time event at a funeral service. Widely mocked by critics and players due to its forced element of interactivity that was not perceived to be tastefully executed, the phrase would later become a notable Internet meme in its own right. It is sometimes used by Internet commenters to convey solidarity and sympathy, either sarcastic or sincere, in response to unfortunate events.

References

  1. Crystal Dynamics (13 November 2007). Tomb Raider Anniversary (Wii). Level/area: The Lost Valley, Peru: T-Rex boss intro.
  2. Rodgers, Scott (2010). Level Up!: The Guide to Great Video Game Design. John Wiley and Sons. pp. 183–184. ISBN   978-0-470-68867-0.
  3. Mielke, James (2006-05-09). "Previews: Heavenly Sword". 1UP.com. Archived from the original on 2007-09-27. Retrieved 2007-12-19. Some points in key battles (usually with bosses) integrate QTE (quick-time events), which fans of Shenmue and Indigo Prophecy might like, but which we've been doing since Dragon's Lair and Space Ace. Time to move on, gents.
  4. 1 2 Main, Brendan (2010-06-08). "Year of the Dragon's Lair". The Escapist . Retrieved 2011-03-06.
  5. Super Don Quix-ote at the Killer List of Videogames
  6. 1 2 3 4 5 6 7 8 9 10 Waters, Tim (2011-02-08). "Full Reactive Eyes Entertainment: Incorporating Quick Time Events into Gameplay". Game Developer . Retrieved 2011-02-08.
  7. Graft, Kris (2014-03-19). "Yu Suzuki recounts the making of Shenmue". Game Developer . Retrieved 2014-03-22.
  8. Provo, Frank (2000-01-11). "Shenmue Review". GameSpot. Archived from the original on December 8, 2014. Retrieved 2014-12-05.
  9. Hamilton, Kirk (2012-11-07). "What Do You Know, All This Time And We've Got 'QTE' Wrong". Kotaku . Retrieved 2014-12-05.
  10. McAloon, Alissa. "In the name of accessibility, Spider-Man offers toggleable puzzles and QTEs". Game Developer . Retrieved 2018-09-09.
  11. "Shenmue". IGN. 2000-11-03. Retrieved 2011-03-06.
  12. "Shenmue Review". Computer and Video Games . 2001-08-08. Retrieved 2011-03-06.
  13. 1 2 Hoggins, Tom (2009-05-22). "Heavy Rain preview". The Daily Telegraph . Archived from the original on 2009-11-05. Retrieved 2011-02-09.
  14. 1 2 Reparaz, Mikel (2010-02-10). "The Top 7... Least-irritating quick time events". Games Radar. Archived from the original on 2011-07-11. Retrieved 2011-02-09.
  15. Hirabayshi, Yoshiaki (October 2005). "Postmortem: Resident Evil 4". Game Developer Magazine . Retrieved 2013-06-28.
  16. Martin, Joe (2010-03-12). "Heavy Rain Review". Bit-tech . Retrieved 2011-02-09.
  17. Kuchera, Ben (2008-09-19). "Quick time events: tap "A" if you're tired of them". Ars Technica . Retrieved 2011-02-09.
  18. Durnbush, Jonathan (2014-11-04). "Press square to feel: The problems with 'Call of Duty's' funeral scene". Entertainment Weekly . Retrieved 2014-11-04.
  19. Fahey, Mike (2014-11-04). "Nothing Says Funeral Like a Quick Time Event". Kotaku . Retrieved 2014-11-04.
  20. Mastrapa, Gus (2010-01-26). "Review: Spin Your Own Space Opera in Mass Effect 2". Wired . Retrieved 2011-03-11.
  21. Franich, Darren (2012-05-10). "'The Walking Dead' videogame review: A benign addiction". Entertainment Weekly . Retrieved 2012-09-10.
  22. Pearce, Celia (2010). Davidson, Drew (ed.). Well Played 2.0: Video Games, Value and Meaning. ETC Press. pp. 170–173. ISBN   978-0-557-84451-7.
  23. 1 2 Vinson, Dana (2010-09-01). "The Verdict: Heavy Rain PlayStation Move Edition". G4 TV . Retrieved 2011-02-09.
  24. Bramwell, Tom (2009-08-09). "David Cage rants about quick-time events". Eurogamer . Retrieved 2011-02-09.
  25. McElroy, Justin (2010-03-17). "'Press X to Jason' distills Heavy Rain". Joystiq . Archived from the original on June 29, 2011. Retrieved 2011-02-09.
  26. Goldstein, Hilary (2002-11-12). "Dragon's Lair 3D". IGN . Archived from the original on December 9, 2002. Retrieved 2011-02-09.