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i keep reading about "horrible consolized QTEs" as a big flaw in TW2.

as far as i understand it, a QTE is a quick time event where you see a prompt on screen, then push an appropriate key in response.

why is this such a hated gameplay mechanic?


and furthermore, isn't the ENTIRE COMBAT SYSTEM of the witcher 1 just a series of QTEs over and over?
Post edited June 02, 2011 by curlyhairedboy
Excelent answer. I really do like the QTE but i would like it could be a little more complex, not just pressing 2 keys...
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curlyhairedboy: i keep reading about "horrible consolized QTEs" as a big flaw in TW2.

as far as i understand it, a QTE is a quick time event where you see a prompt on screen, then push an appropriate key in response.

why is this such a hated gameplay mechanic?


and furthermore, isn't the ENTIRE COMBAT SYSTEM of the witcher 1 just a series of QTEs over and over?
indigo prophecy :P

anyway it does make some fight scene's more cinematic, but they could have done it a little differently. i personally like the extra cool added to my games though them, they keep you still in control of something that would otherwise be a cut scene. BUT! i wish you has MORE control. there are parts where all you do is tap a button as fast as you can, couldn't that have turned into a mini game one that fit the situation? i just want more control in those sequences, its just a little lame to react to the things that pop uo on the screen for a long time.. i never have missed one it was so easy.
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curlyhairedboy: i keep reading about "horrible consolized QTEs" as a big flaw in TW2.

as far as i understand it, a QTE is a quick time event where you see a prompt on screen, then push an appropriate key in response.

why is this such a hated gameplay mechanic?


and furthermore, isn't the ENTIRE COMBAT SYSTEM of the witcher 1 just a series of QTEs over and over?
Some of it is cool, but the fistfighting could be a lot better. Once you get a hang of it, which should only be a couple fights, it gets repetitive and really easy. No real difference at all between fighters.
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curlyhairedboy: i keep reading about "horrible consolized QTEs" as a big flaw in TW2.

as far as i understand it, a QTE is a quick time event where you see a prompt on screen, then push an appropriate key in response.

why is this such a hated gameplay mechanic?


and furthermore, isn't the ENTIRE COMBAT SYSTEM of the witcher 1 just a series of QTEs over and over?
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cloud8521: indigo prophecy :P

anyway it does make some fight scene's more cinematic, but they could have done it a little differently. i personally like the extra cool added to my games though them, they keep you still in control of something that would otherwise be a cut scene. BUT! i wish you has MORE control. there are parts where all you do is tap a button as fast as you can, couldn't that have turned into a mini game one that fit the situation? i just want more control in those sequences, its just a little lame to react to the things that pop uo on the screen for a long time.. i never have missed one it was so easy.
context-sensitive ones would have been pretty neat. say, for example, when cranking up the ballista you had to drag an icon in a circle instead of just clicking rapidly.
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cloud8521: indigo prophecy :P

anyway it does make some fight scene's more cinematic, but they could have done it a little differently. i personally like the extra cool added to my games though them, they keep you still in control of something that would otherwise be a cut scene. BUT! i wish you has MORE control. there are parts where all you do is tap a button as fast as you can, couldn't that have turned into a mini game one that fit the situation? i just want more control in those sequences, its just a little lame to react to the things that pop uo on the screen for a long time.. i never have missed one it was so easy.
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curlyhairedboy: context-sensitive ones would have been pretty neat. say, for example, when cranking up the ballista you had to drag an icon in a circle instead of just clicking rapidly.
might not work as well with a mouse but that's still a good idea
I think the QTE's in this game are very well done and not overused.. the fist fighting is particlarly fun and none of the QTE's are particularly complicated or hard, although I can imagine one being unprepared for them.. I mean, I almost dropped a load in my pants when I missed the QTE on the final boss fight (the scaly thing) after my 45-minute long epic first attempt.. I was about to get real pissed until I saw I restarted from the QTE.
I can't speak for other people but I don't find QTE's entertaining. It's just mashing buttons quickly or timing clicks like whack-a-mole at the carnival.

Regular combat requires tactics. (Or I can just Quen my way through it if I'm feeling lazy or my reflexes are failing).

Besides that, why can't I use signs when I'm fistfighting? If it's a barfight for money then it wouldn't be fair, but how about the dungeons or gallows where losing means death? Lack of continuity in these scenes.
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curlyhairedboy: i keep reading about "horrible consolized QTEs" as a big flaw in TW2.

as far as i understand it, a QTE is a quick time event where you see a prompt on screen, then push an appropriate key in response.

why is this such a hated gameplay mechanic?


and furthermore, isn't the ENTIRE COMBAT SYSTEM of the witcher 1 just a series of QTEs over and over?
I don't have particularly strong opinions on it, but it's not entirely unreasonable to complain that, say,

(1) QTEs usually force you down exactly -one- path (at least, if you want to not suffer Horrible Consequences of some kind), which is jarring if the game is otherwise at least fairly non-linear

(2) "Watch for and press the button" may be much less satisfying than, say, using one's own judgment to cleverly resolve a situation, and it's definitely a less useful skill to train :P
QTEs are not gameplay, it is a glorified remote control for a DVD player, the only buttons being "Play the next 10 seconds of footage" and "Too bad you have to watch this junk again".

A proper game has rules and tools. A good game allows a player to strategise how they will use their tools to overcome obstacles and to adapt their strategy to changing conditions. QTEs are stimulus and response at the most basic level. You could train a dog to beat a QTE. There is no leeway for strategising, there are no tools. It is lazy designers distracting hamfisted, nitwitted fratboys with how much money they spent on animators.
I dislike the QTEs in this game. I don't need my hand held, and that's what QTEs feel like to me. It makes it feel like baby's first rpg in some parts.
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curlyhairedboy: i keep reading about "horrible consolized QTEs" as a big flaw in TW2.

as far as i understand it, a QTE is a quick time event where you see a prompt on screen, then push an appropriate key in response.

why is this such a hated gameplay mechanic?


and furthermore, isn't the ENTIRE COMBAT SYSTEM of the witcher 1 just a series of QTEs over and over?
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lw2jgog: I don't have particularly strong opinions on it, but it's not entirely unreasonable to complain that, say,

(1) QTEs usually force you down exactly -one- path (at least, if you want to not suffer Horrible Consequences of some kind), which is jarring if the game is otherwise at least fairly non-linear

(2) "Watch for and press the button" may be much less satisfying than, say, using one's own judgment to cleverly resolve a situation, and it's definitely a less useful skill to train :P
yeah, both valid points in some cases. i find they're good to spice up otherwise non-interactive scenes.

i guess my puzzlement is stemming from the fact that a lot of purported witcher 1 fans are complaining bitterly about QTEs in the witcher 2, which doesn't make much sense to me.
I have the reaction time of a half dead porpoise writhing languidly on the beach whilst dogs and seaguls torment me in my final hours.

So as long as there's an easy moad for QTEs I have no problem with them, actually kind of like them... but if I can't advance the story because I'm so slow - well that sucks.

tl;dr slow as dead sea mammal, can't click buttons in time FUUUUUUUUUUUUUUUUU
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vindik8or: QTEs are not gameplay, it is a glorified remote control for a DVD player, the only buttons being "Play the next 10 seconds of footage" and "Too bad you have to watch this junk again".

A proper game has rules and tools. A good game allows a player to strategise how they will use their tools to overcome obstacles and to adapt their strategy to changing conditions. QTEs are stimulus and response at the most basic level. You could train a dog to beat a QTE. There is no leeway for strategising, there are no tools. It is lazy designers distracting hamfisted, nitwitted fratboys with how much money they spent on animators.
from what i've seen in the witcher 2, apart from the fistfights, QTEs are really only used to add interaction to what would normally be a continuous cutscene. there's no gameplay during those parts anyway, because without the QTEs you'd simply be sitting back and watching.

now i agree that it's annoying when a game has QTEs everywhere - spam attack at an enemy, get close and press the button that appears above his head is a popular iteration - but it seems to me that CDPR has tried hard to preserve player control as much as they can.
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lw2jgog: I don't have particularly strong opinions on it, but it's not entirely unreasonable to complain that, say,

(1) QTEs usually force you down exactly -one- path (at least, if you want to not suffer Horrible Consequences of some kind), which is jarring if the game is otherwise at least fairly non-linear

(2) "Watch for and press the button" may be much less satisfying than, say, using one's own judgment to cleverly resolve a situation, and it's definitely a less useful skill to train :P
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curlyhairedboy: yeah, both valid points in some cases. i find they're good to spice up otherwise non-interactive scenes.

i guess my puzzlement is stemming from the fact that a lot of purported witcher 1 fans are complaining bitterly about QTEs in the witcher 2, which doesn't make much sense to me.
QTEs were lame 25 years ago when Dragon's Lair came out and they were a way to get people to shovel coins into slots to watch a Laserdisc animation. They are definitely not "new", "innovative" or "exciting".

If the non-interactive scenes in your game need 'spicing up' you should consider one of two things:

1) Not having non-interactive scenes (Valve do it all the time, why can't everyone else?)
2) Not making them boring

QTEs are never the answer, because aside from anything else you inevitably end up not paying attention to the scene at all.