How Would You Replace Quick Time Events?

edited December 2015 in General Chat

A common staple had between most Telltale Games is the "glorious" quick time event. I'm sure everyone knows by now how much such a mechanic is hated among gamers and how preposterous or pointless they can be. Thus I want to ask, if you ever had to replace quick time events with a different sort of system that sets out to accomplish what quick time events try to do, what would you replace them with? How would you implement this system? I'm just curious on everyone's opinions.

Comments

  • Telltale's QTEs are in this weird spot where they're too easy for most gamers to be engaged but difficult enough to discourage non-gamers from playing. I once tried to get my father to play The Walking Dead because he likes the show, but he got frustrated really quickly by the QTEs. So if Telltale really cares about keeping the game accessible, they should just take them out and not replace them with anything. Who plays Telltale games for the action anyway?

  • If done right, QTE can be really immersive. If done poorly, it can be so boring and slow.

  • I would replace them with some of the role-playing types of interactivity we had in Walking Dead: Season 1 Episode 1, such as using the shotgun, fixing the radio, or getting the handcuffs off of Lee. Scenes that used direct interactivity instead of mashing Q are much more effective in my opinion. It's a shame that Telltale thinks anything beyond having players mash Q will confuse non-gamers, though. :/

  • I don't think they have to remove Quick Time Events completely, but they should try to go back to their older games and add a bit more interactivity when it comes to solving puzzles. I can't see a Telltale game action scene without QTE's now. Their older games had action scenes, but they just weren't nearly as exciting. I like what their doing with Story Mode and it's a nice first baby step into what I want from future Telltale games.

  • i liked the way you (fiona) could pick a style in TftB it wasn't button mashing or needing quick reflexes but you could still interact with the way action would play out.

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