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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 not long past allowing players to count the individual [[pixel]]s on game characters, but left little room for anything else. 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 not long past allowing players to count the individual [[pixel]]s on game characters, but left little room for anything else. 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.


''[[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 ''[[Resident Evil 4]]'', ''[[Resident Evil 5]]'', ''[[Fahrenheit (video game)|Fahrenheit]]'', the ''[[God of War (video game)|God of War]]'' series, ''[[MadWorld]]'', [[Spider-Man 3 (video game)|''Spider-Man 3'']], ''[[Marvel Ultimate Alliance]]'', ''[[Metal Gear Solid 4]]'', ''[[Uncharted: Drake's Fortune]]'', ''[[Heavenly Sword]]'', ''[[No More Heroes]]'', ''[[Prince of Persia]]'', ''[[Soul Calibur III]]'', ''[[Tomb Raider: Legend]]'', ''[[Turok (video game)|Turok]]'', ''[[Conan (2007 video game)]]'', ''[[Robert Ludlum's The Bourne Conspiracy]]'', ''[[Saint's Row 2]]'', ''[[Star Wars: The Force Unleashed (video game)|Star Wars: The Force Unleashed]]'',''[[Sonic Unleashed]]'', ''[[Ninja Blade]]'', ''[[Quantum of Solace (video game)|Quantum of Solace]]'' and [[Grabbed by the Ghoulies]].
''[[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 ''[[Resident Evil 4]]'', ''[[Resident Evil 5]]'', ''[[Fahrenheit (video game)|Fahrenheit]]'', the ''[[God of War (video game)|God of War]]'' series, ''[[MadWorld]]'', [[Spider-Man 3 (video game)|''Spider-Man 3'']], ''[[Marvel Ultimate Alliance]]'', ''[[Uncharted: Drake's Fortune]]'', ''[[Heavenly Sword]]'', ''[[No More Heroes]]'', ''[[Prince of Persia]]'', ''[[Soul Calibur III]]'', ''[[Tomb Raider: Legend]]'', ''[[Turok (video game)|Turok]]'', ''[[Conan (2007 video game)]]'', ''[[Robert Ludlum's The Bourne Conspiracy]]'', ''[[Saint's Row 2]]'', ''[[Star Wars: The Force Unleashed (video game)|Star Wars: The Force Unleashed]]'',''[[Sonic Unleashed]]'', ''[[Ninja Blade]]'', ''[[Quantum of Solace (video game)|Quantum of Solace]]'' and [[Grabbed by the Ghoulies]].
Due to their simplistic, linear nature, quick time events are sometimes frowned upon by game critics. Ben "Yahtzee" Croshaw of [[Zero Punctuation]] frequently criticizes them, describing them as his "old nemesis", simplifying their implementation to "press X to not die," and, in the case of ''[[Sonic Unleashed]]'', "press X to <s>not</s> die," referencing dysfunctionality of Quick-Time Events. However, he has never spoken out about them in God Of War, suggesting he is more actively against ones during cutscenes as opposed to combat.
Due to their simplistic, linear nature, quick time events are sometimes frowned upon by game critics. Ben "Yahtzee" Croshaw of [[Zero Punctuation]] frequently criticizes them, describing them as his "old nemesis", simplifying their implementation to "press X to not die," and, in the case of ''[[Sonic Unleashed]]'', "press X to <s>not</s> die," referencing dysfunctionality of Quick-Time Events. However, he has never spoken out about them in God Of War, suggesting he is more actively against ones during cutscenes as opposed to combat.



Revision as of 21:53, 24 April 2009

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.

File:Shenmue quicktimeevent.jpg
Screenshot from a Quick Time Event in Shenmue.

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 not long past allowing players to count the individual pixels on game characters, but left little room for anything else. 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 Resident Evil 4, Resident Evil 5, Fahrenheit, the God of War series, MadWorld, Spider-Man 3, Marvel Ultimate Alliance, Uncharted: Drake's Fortune, Heavenly Sword, No More Heroes, Prince of Persia, Soul Calibur III, Tomb Raider: Legend, Turok, Conan (2007 video game), Robert Ludlum's The Bourne Conspiracy, Saint's Row 2, Star Wars: The Force Unleashed,Sonic Unleashed, Ninja Blade, Quantum of Solace and Grabbed by the Ghoulies. Due to their simplistic, linear nature, quick time events are sometimes frowned upon by game critics. Ben "Yahtzee" Croshaw of Zero Punctuation frequently criticizes them, describing them as his "old nemesis", simplifying their implementation to "press X to not die," and, in the case of Sonic Unleashed, "press X to not die," referencing dysfunctionality of Quick-Time Events. However, he has never spoken out about them in God Of War, suggesting he is more actively against ones during cutscenes as opposed to combat.

References

  1. ^ 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.