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Old 22-06-12, 12:54   #11
tomblover
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Heavy Rain really put involvement into their QTEs though, in every sense. Shenmue as well, to a lesser degree.

Involvement (whether by dynamic outcomes or simple integration) is key.
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Old 22-06-12, 13:51   #12
Megalith
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Heavy Rain really put involvement into their QTEs though, in every sense. Shenmue as well, to a lesser degree.

Involvement (whether by dynamic outcomes or simple integration) is key.
Well every QTE requires a minimum action from the player just like flipping the page of a book also requires a minimum action from the reader.In both examples though there's nothing really to master.

As for the outcome,yes it may vary on how successfuly you press the buttons but the essence remains the same:you watch passively whatever the game's director decided to be the outcome(s).
Therefore the "involvement" of the player remains on a passive level.
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Old 22-06-12, 14:04   #13
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Well every QTE requires a minimum action from the player just like flipping the page of a book also requires a minimum action from the reader.In both examples though there's nothing really to master.

As for the outcome,yes it may vary on how successfuly you press the buttons but the essence remains the same:you watch passively whatever the game's director decided to be the outcome(s).
Therefore the "involvement" of the player remains on a passive level.
Which is fine as long as that is fun (and so long as they don't cram countless QTEs into games like TR where they don't belong).
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Old 22-06-12, 14:10   #14
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Which is fine as long as that is fun
Well "fun" is highly subjective and varies greatly among people.
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Old 22-06-12, 14:12   #15
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Originally Posted by Megalith View Post
Well every QTE requires a minimum action from the player just like flipping the page of a book also requires a minimum action from the reader.In both examples though there's nothing really to master.

As for the outcome,yes it may vary on how successfuly you press the buttons but the essence remains the same:you watch passively whatever the game's director decided to be the outcome(s).
Therefore the "involvement" of the player remains on a passive level.
You didn't play Heavy Rain, did you? Yes it's minimum in the number of button presses... but some of those decisions were not easy to make and button presses were NOT easy to actually hit (in the sense that you really didn't want to hit that button sometimes!). If you let yourself go and actually experience what the characters were going through and doing it was an engaging experience that didn't feel passive at all.
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Old 22-06-12, 14:20   #16
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You didn't play Heavy Rain, did you? Yes it's minimum in the number of button presses... but some of those decisions were not easy to make and button presses were NOT easy to actually hit (in the sense that you really didn't want to hit that button sometimes!). Not if you let yourself go and actually experience what the characters were going through and doing.
I have played the demo,it was more than enough for me.
And honestly i never felt challenged or satisfied by successfuly pressing a button on the right time (this goes for every game that uses this mechanic).As a gameplay mechanic to me it feels very shallow.
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Old 22-06-12, 14:29   #17
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It's not overly challenging in a traditional sense but it's challenging (and engaging) in the sense that it makes you think about what you're going to say or do at any particular time... and care about that choice too. And the tension that it sometimes created was as great or greater than many traditional games I've played. It got me to invest in the characters and the story (even if, as I said earlier, the story really could have been a lot better).

Again, I realize your experience can definitely be different. It's not for everyone; I'm just saying that's how I felt about it, even though I don't like too many QTE's in certain other types of games.
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