Posted June 03, 2011
dragonturtle
New User
Registered: May 2011
From Canada
vindik8or
New User
Registered: Apr 2011
From United States
Posted June 03, 2011
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.
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.
Adam192
New User
Registered: May 2011
From Canada
Posted June 03, 2011
QTE's allow us to perform actions that are otherwise not capable during normal gameplay, they are merely a way of keeping us involved.
Now, I would like to see a fist fighting system outside of the QTE minigame - it wold be nice to be able to fight guards with your fights in the same way you fight them with swords - ie; fast and agile.
curlyhairedboy
goddamn boots!
Registered: Mar 2011
From United States
Posted June 03, 2011
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.
twistedmelon5
Twisted Inside
Registered: Nov 2010
From United States
Posted June 03, 2011
I think the QTE's are largely pointless, why not just use fist fighting as if you didn't have a sword equipped? Like in the LaValette dungeon, you can break free and you have to punch the guards to death, I don't see why this couldn't be used in the fist fighting tournaments, just plain lazy if you ask me.
I don't really care about the other QTE's in the boss fights.
I don't really care about the other QTE's in the boss fights.
Garrison72
New User
Registered: Apr 2010
From United States
Posted June 03, 2011
QTE's are bad game design. They shouldn't have included them, at least not in the boss fights. There is no strategy involved whatsoever, just a lame Simon says routine.
Post edited June 03, 2011 by scampywiak
Maerd
New User
Registered: Nov 2010
From Canada
TerriblePurpose
Kwisatz Haderach
Registered: Sep 2008
From Canada
Posted June 03, 2011
it shouldn't be this way for an important battle like this. That's poor design IMO, since the player should be able to approach that fight in more than one fashion in order to overcome it. You should be able to use your witcher build's various talents, skills, and equipment to get through this. Not some scripted sequence of button mashes.
I don't mind the QTEs for side diversions like fighting or arm wrestling, but to have it applied to something plot-specific like the kayren fight is bad design.
*This does not apply the the 'elite' gamers that have can get through this type of thing on the first try. But for the regular Joe Gamer like me and many others, it's frustrating to have to do it over and over just to figure out what the devs are forcing you to do in order to get through this fight, rather than figuring out a way that utilizes your character build/abilities.
vindik8or
New User
Registered: Apr 2011
From United States
curlyhairedboy
goddamn boots!
Registered: Mar 2011
From United States
Posted June 03, 2011
take, for example, the end of the kayran fight. take out the QTEs and you've got a cutscene where geralt swings on a tentacle for 15 seconds. there's no strategy that could possibly take place, because it's scripted.
now, immediately afterwards, CDPR gives complete control back to the player. it's the player who uses roll to dodge the kayran's rocks, it's the player who figures out how to run up the fallen stonework and get in close for the kill. a lazier set of developers would have just kept that sequence entirely in QTEs.
Garrison72
New User
Registered: Apr 2010
From United States
Posted June 03, 2011
The Kayren fight is pretty cool, up until the point it's scripted and with QTE's. There could have been a longer and more strategic battle involved, but they wanted to go with something cinematic, so we get Geralt playing ride em' cowboy. From a game design standpoint, I think this was a mistake. It's relatively small hiccup in a game with great combat though, so I won't belabor it.
vindik8or
New User
Registered: Apr 2011
From United States
Posted June 03, 2011
take, for example, the end of the kayran fight. take out the QTEs and you've got a cutscene where geralt swings on a tentacle for 15 seconds. there's no strategy that could possibly take place, because it's scripted.
now, immediately afterwards, CDPR gives complete control back to the player. it's the player who uses roll to dodge the kayran's rocks, it's the player who figures out how to run up the fallen stonework and get in close for the kill. a lazier set of developers would have just kept that sequence entirely in QTEs.
TerriblePurpose
Kwisatz Haderach
Registered: Sep 2008
From Canada
Posted June 03, 2011
take, for example, the end of the kayran fight. take out the QTEs and you've got a cutscene where geralt swings on a tentacle for 15 seconds. there's no strategy that could possibly take place, because it's scripted.
now, immediately afterwards, CDPR gives complete control back to the player. it's the player who uses roll to dodge the kayran's rocks, it's the player who figures out how to run up the fallen stonework and get in close for the kill. a lazier set of developers would have just kept that sequence entirely in QTEs.
Maerd
New User
Registered: Nov 2010
From Canada
Posted June 03, 2011
take, for example, the end of the kayran fight. take out the QTEs and you've got a cutscene where geralt swings on a tentacle for 15 seconds. there's no strategy that could possibly take place, because it's scripted.
GrimTuesday.931
New User
Registered: May 2011
From United States
Posted June 03, 2011
I thought that the timed responeses were really underused.
The really jarring thing about the QTE's were that there were like, 20 of them in the prologue, and maybe three or four per chapter onward. It was uneven, and weird.
Instead of a "true" QTE where all you do is press a button, I think they should have done more like the dragon one in the prologue, where your camera is changed. This creates an interesting change of pace, but still leaves control to the player
The really jarring thing about the QTE's were that there were like, 20 of them in the prologue, and maybe three or four per chapter onward. It was uneven, and weird.
Instead of a "true" QTE where all you do is press a button, I think they should have done more like the dragon one in the prologue, where your camera is changed. This creates an interesting change of pace, but still leaves control to the player