![]() The game's manual called them "quick timer events", but the phrase became popularized as "quick time events" since its release. Shenmue 's director Yu Suzuki is credited with coining the phrase "Quick Time Event", which were included in the game as to provide "a fusion of gameplay and movie" and create cinematic experience to the player. An improvement to the QTE mechanic was flashing the buttons that need to be pressed on the screen, which appeared in the laserdisc games Super Don Quix-ote ( Universal, 1984), Ninja Hayate ( Taito, 1984), Time Gal (Taito, 1985) and Road Blaster.ĭie Hard Arcade ( Sega, 1996), Sword of the Berserk: Guts' Rage and most notably Shenmue (Sega, 1999) for the Dreamcast introduced QTEs in the modern form of cutscene interludes in an otherwise more interactive game. Such uses were also seen as giving the player only the illusion of control, as outside of responding to QTE, there were no other commands the player could enter effectively, these games were considered the equivalent of watching a movie and responding every few minutes to allow it to continue. Compared to modern titles, games like Dragon's Lair would require the player to memorize the proper sequence and timing of their input, effectively making the entire game one continuous QTE. Their gameplay consisted of watching an animated video and pressing the correct button every few seconds to avoid seeing a (circumstance-specific) loss scene and losing a life. These games had graphics on par with animated cartoons at a time when video games were composed of simple, pixelated characters. Yu Suzuki is credited with coining the term "quick-time event" and popularizing its use in Shenmue.Īlthough the origin of QTE are often attributed to interactive movie laserdisc video games that showed video clips stored on a laserdisc like Dragon's Lair ( Cinematronics, June 1983), Cliff Hanger (Stern, December 1983) and Road Blaster ( Data East, 1985), these left little room for more advanced gameplay elements. Whilst most prompts simply require the player to push the appropriate button in time, some may require different types of actions, such as repeatedly pressing a button a certain number of times within the time limit or hitting the button with precise timing. Such actions are either atypical of the normal controls during the game or in a different context from their assigned functions. The prompts are often displayed as a graphical image of the physical controller button for example, games on PlayStation systems may show any of the four shape-marked face buttons (cross, square, circle or triangle) on the DualShock controller as input for the event. Games played on systems controlled with motion controllers, such as Nintendo's seventh-generation Wii and Nintendo DS, may also implement QTEs with appropriate gestures (for example, the Wii version of Tomb Raider Anniversary requires players to thrust both the Wii Remote and Nunchuk, held in each hand, forward simultaneously to evade a dangerous situation in a cutscene ). QTEs generally involve the player following onscreen prompts to press buttons or manipulate joysticks within a limited amount of time. ![]() While some uses of QTE have been considered as favorable additions to gameplay, the general use of QTE has been panned by journalists and players alike, as these events can break the flow of the game and force the player to repeat sections until they master the event, adding false difficulty to the game. They allow for the game designer to create sequences of actions that cannot be expressed through the game's standard control scheme, or to constrain the player into taking only one specific action at a critical moment. The term "quick time event" is attributed to Yu Suzuki, director of the game Shenmue which used the QTE feature (then called "quick timer events") to a great degree. Performing the wrong prompt, mistiming the action, or not performing any action at all results in the character's failure at their task, resulting in a death/failure animation and often an immediate game over or the loss of a life, with some games providing a lesser but significant penalty of sorts instead. It allows for limited control of the game character during cut scenes or cinematic sequences in the game. ![]() In video games, a quick time event ( QTE) is a method of context-sensitive gameplay in which the player performs actions on the control device shortly after the appearance of an on-screen instruction/prompt. Pressing the button can stop Wikipe-tan from being hit by the soccer ball. A hypothetical example of a quick time event in a video game.
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