AFnord: But why present it as a quick time event in the first place, and not just a quick cutscene, if "failing" does nothing?
Barefoot_Monkey: I wonder too ;)
Barefoot_Monkey: The only question is why they still interrupt the flow to present it as a QTE - they could sidestep this particular criticism by not having the slowdowns and prompts at all.
Barefoot_Monkey: I need to stop skimming through texts and imagine that I know everything that is in them ;)
Anyway, I can answer my own question though. To give the illusion that you are doing something, that you are succeeding. If the player "thinks" (s)he got through a section through his/her own skill, then that person will feel the same sense of achievement as when (s)he manages to get through a genuinely challenging section.
On the flip side, if the player realizes that the game is just being manipulative like this, then (s)he might just get annoyed. That is at least what I would be.