Quick time event: Difference between revisions
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-->A '''quick time event (QTE)''' is a method of [[gameplay]] used in [[video game]]s. It allows for limited control of the game character during [[cut scene]]s or cinematic sequences in the game, and generally involves the player following onscreen prompts to press buttons or perform other actions (like shaking the controller). Failing these segments takes the scene in a different course, often to the [[player character]]'s death. |
-->A '''quick time event (QTE)''' is a method of [[gameplay]] used in [[video game]]s. It allows for limited control of the game character during [[cut scene]]s or cinematic sequences in the game, and generally involves the player following onscreen prompts to press buttons or perform other actions (like shaking the controller). Failing these segments takes the scene in a different course, often to the [[player character]]'s death. |
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[[Image:Shenmue quicktimeevent.jpg|thumb|right|Screenshot from a Quick Time Event in ''Shenmue'' - by pressing the A button in time, the player can avoid being hit by the ball.]] |
[[Image:Shenmue quicktimeevent.jpg|thumb|right|Screenshot from a Quick Time Event in ''[[Shenmue]]'' - by pressing the A button in time, the player can avoid being hit by the ball.]] |
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==History== |
==History== |
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Gameplay sequences with minimal actual gameplay are not a recent invention. ''[[Dragon's Lair]]'' ([[Cinematronics]], 1983) and ''[[Road Blaster]]'' ([[Data East]], 1985) were arcade games that showed video clips stored on a [[laserdisc]]. This gave it graphics on par with an [[animated cartoon]] at a time when video games were composed of simple, pixelated characters, but left little room for more advanced gameplay elements. 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. In modern terms, Dragon's Lair's gameplay would be a series of QTEs in rapid succession.<ref>{{cite web |url=http://www.1up.com/do/previewPage?cId=3150543 |title=Previews: Heavenly Sword |accessdate=2007-12-19 |author=James Mielke |date=2006-05-09 |publisher=[[1UP.com]] |quote=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.}}</ref> ''Dragon's Lair'' founded the small genre of [[laserdisc video game]]s. The popularization of the [[CD-ROM]] led to the brief rise of [[interactive movie]]s, games with more emphasis of witnessing events than influencing them. |
Gameplay sequences with minimal actual gameplay are not a recent invention. ''[[Dragon's Lair]]'' ([[Cinematronics]], 1983) and ''[[Road Blaster]]'' ([[Data East]], 1985) were arcade games that showed video clips stored on a [[laserdisc]]. This gave it graphics on par with an [[animated cartoon]] at a time when video games were composed of simple, pixelated characters, but left little room for more advanced gameplay elements. 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. In modern terms, Dragon's Lair's gameplay would be a series of QTEs in rapid succession.<ref>{{cite web |url=http://www.1up.com/do/previewPage?cId=3150543 |title=Previews: Heavenly Sword |accessdate=2007-12-19 |author=James Mielke |date=2006-05-09 |publisher=[[1UP.com]] |quote=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.}}</ref> ''Dragon's Lair'' founded the small genre of [[laserdisc video game]]s. The popularization of the [[CD-ROM]] led to the brief rise of [[interactive movie]]s, games with more emphasis of witnessing events than influencing them. |
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''[[Die Hard Arcade]]'' ([[Sega]], 1996) and most notably ''[[Shenmue]]'' (Sega, 1999) whose director [[Yu Suzuki]] coined the ''Quick Time Event'' term, introduced QTEs in the modern form of interludes in an otherwise more interactive game. Since its release, several other games have included a QTE system or something similar. Some of the higher profile titles that focused on such a system include the ''[[God of War (video game)|God of War]]'' series |
''[[Die Hard Arcade]]'' ([[Sega]], 1996) and most notably ''[[Shenmue]]'' (Sega, 1999) whose director [[Yu Suzuki]] coined the ''Quick Time Event'' term, introduced QTEs in the modern form of interludes in an otherwise more interactive game. Since its release, several other games have included a QTE system or something similar. Some of the higher profile titles that focused on such a system include the ''[[Resident Evil 4]]'' & ''[[Resident Evil 5]]'', ''[[God of War (video game)|God of War]]'' series, [[Yakuza (series)|''Yakuza'']] series, ''[[Dante's Inferno (video game)|Dante's Inferno]]'', ''[[Star Wars: The Force Unleashed (video game)|Star Wars: The Force Unleashed]]'', ''[[Heavenly Sword]]'', ''[[Fahrenheit (video game)|Fahrenheit]]'', ''[[Alan Wake]]'', and ''[[Heavy Rain]]''<ref>{{cite web |url=http://www.gamekyo.com/videoen13496_heavy-rain-public-presentation-video.html |title=Heavy Rain public presentation video ! |accessdate=2010-02-08 |author=Antoine Morcos |date=2008-11-01 |publisher=Gamekyo |quote=Quick time events for some action scenes.}}</ref>. |
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==References== |
==References== |
Revision as of 13:11, 2 January 2011
![]() | This article possibly contains original research. (December 2008) |
This article needs additional citations for verification. (December 2008) |
A quick time event (QTE) is a method of gameplay used in video games. It allows for limited control of the game character during cut scenes or cinematic sequences in the game, and generally involves the player following onscreen prompts to press buttons or perform other actions (like shaking the controller). Failing these segments takes the scene in a different course, often to the player character's death.
History
Gameplay sequences with minimal actual gameplay are not a recent invention. Dragon's Lair (Cinematronics, 1983) and Road Blaster (Data East, 1985) were arcade games that showed video clips stored on a laserdisc. This gave it graphics on par with an animated cartoon at a time when video games were composed of simple, pixelated characters, but left little room for more advanced gameplay elements. 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. In modern terms, Dragon's Lair's gameplay would be a series of QTEs in rapid succession.[1] Dragon's Lair founded the small genre of laserdisc video games. The popularization of the CD-ROM led to the brief rise of interactive movies, games with more emphasis of witnessing events than influencing them.
Die Hard Arcade (Sega, 1996) and most notably Shenmue (Sega, 1999) whose director Yu Suzuki coined the Quick Time Event term, introduced QTEs in the modern form of interludes in an otherwise more interactive game. Since its release, several other games have included a QTE system or something similar. Some of the higher profile titles that focused on such a system include the Resident Evil 4 & Resident Evil 5, God of War series, Yakuza series, Dante's Inferno, Star Wars: The Force Unleashed, Heavenly Sword, Fahrenheit, Alan Wake, and Heavy Rain[2].
References
- ^ James Mielke (2006-05-09). "Previews: Heavenly Sword". 1UP.com. 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.
- ^ Antoine Morcos (2008-11-01). "Heavy Rain public presentation video !". Gamekyo. Retrieved 2010-02-08.
Quick time events for some action scenes.