The QTE is Dead—Long Live the QTE!
It was the moment that videogaming seemed, at last, to defeat all efforts at parody:
Press F to Pay Respects, from Call of Duty: Advanced Warfare.
Could there be a more transparently lazy attempt to use the pretense of interactivity as a substitute for genuine emotional involvement and pathos? It was a terrifically funny, meme-ready moment in the annals of AAA gaming, but also one that raised serious questions about so-called “quick time events” (QTEs), the use of a specific control input following an on-screen prompt to advance the game.
For many gamers QTEs are the nadir of a new wave in game design that reduces gameplay to mindless button mashing, or providing thin ludic spackle to an oh-so important cutscene, and Press F to Pay Respects seems only to fatally confirm the idea that such a mechanic can never act as a substitute for more complex gameplay or immersion.
But as with most commonplace pet hates, the reality is much more complicated. QTEs are not new; they appeared in the early days of gaming as a means of interacting with laserdisc movie games and rose to prominence with 1999’s Shenmue, still fondly remembered by many gamers. Through our collective amnesia, what gets lost is why QTEs exist in the first place. One might cynically say they exist because they’re lazy, uncreative and easy to make, but this does a significant disservice to both history and to game developers who’ve tried to make magic happen with the mechanic.
Simply put, at their best, quick time events are meant to blur the line between cinematic and gameplay to maintain the involvement of the player. They can be seen as a form of experiential integration designed to simulate involvement in a particular moment of the avatar’s story. The input device, be it a keyboard, controller, a mouse, or a mobile phone, is used to its fullest extent to provide some kind of sensation that simulates what you see on screen: twist a control stick to wiggle free of an attacker or button mash to pry open a locked chest, as in Tomb Raider.
But this simulation of physical sensation is, of course, an ideal which many QTEs spectacularly fail to reach, often simply reducing QTEs to basic reflex challenges. In that sense, they are not quite as unskilled as their detractors make them out to be. In addition to QTEs as such having a long history in gaming, they also neatly simulate the nature of control inputs in old arcade games (or even pinball) which depended almost entirely on reflexes and timing. But this can strike more modern gamers as rote and uninteresting, and it is sometimes at odds with the idea that QTEs can put you “in the moment” when a videogame character is experiencing something.
“I think a lot of the complaint with QTEs comes from the fact that they disempower the player, and that they’re unexpected,” said Kaitlyn Burnell, a developer at Rockstar Games. “QTEs are not that different from Guitar Hero mechanically, but if you look at how Guitar Hero is designed you see the note buttons coming from a long way off.”
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