Freewind: in the prologue: you can have an entire cut-scene showing you evade a dragon, or you can "interact" with it.
How do I interact with the dragon? The only options I had were to keep moving in the one direction I had, and evade when told to. What's more, it looks completely ridiculous with that dragon slowly crawling after me when it could just burn me to a cinder or eat me or whatever. It's lame both as a cutscene and as a game. Without the QTE, they could have made it a much more awesome cutscene. Or they could have made it an actual combat where you have to run and dodge yourself, instead of simply responding to a cue.
in act 1, when you first confront Iorveth, you have the timed-option to signal Triss to throw him off with a spell. It is an example of interaction: either you wait for the dialogue to die out, or you jump into action.
This one I'll grant you. If you get the choice between two valid options, I'm okay with it. Breaking out of conversation and going to combat is perfectly fine with me. (I'd still rather not see it as a reaction time thing, but I can live with it.)
in the entire game, the main way you fight the battle is pressing your mouse buttons and staring at the single foe. That is repetitive. A fist-fight offers a different game mechanic: obviously, taking you away from the mouse button. So it definitely it gives a different way to play the game.
No, it forces you to play a very different game. Despite it supposedly representing combat, the game mechanic has nothing whatsoever to do with the combat mechanic used throughout the game. And that hurts the game.
Do people realise that the entire WC1 combat is based on QTE ???? Yet, there are some who says it is strategic, good-timing blah blah . I cann't understand that ????
The fist-fight in WC1, on the other hand, is the same with the combat system in WC2: I cann't get it: people say WC2 combat is a click-fest while they want WC1 fist-fight back????
Consistency. TW1 uses essentially the same mechanic in any kind of combat, whether armed and lethal, or unarmed and for laughs. In TW2, on the other hand, it's like the developers say: "That thing with the mouse buttons, and the moving around with wasd, that's a stupid way to fight, don't you think? Let's turn it around!" It makes the game inconsistent. It undermines the credibility of the system.
QTE has already appears in many games before. Even COD2 already employs QTE before. I don't know if you played that game. When I first I played it, my experience was: wow that was good because, I was tired of holding my gun for a while. Interacting with some other keyboards instead of WASD and a LMB was sth new, taking away the boring repetition.
If you want to do something else, why not just save and play some other game? Or go out for a walk. Your wrists will thank you. Interrupting the game I've chosen to play to force me to play different kind of games is annoying and disrespecting my choice.
but the trend I see is some implementation of QTE occurs naturally in more games.
I hope not. This is a misfeature I'll be checking on from now on, and just like DRM, it could end up being a deciding factor in whether I'll purchase a game or not.
Resorting to QTEs in not good game design. It's the designers saying: We don't really have faith in our game system. We actually want a different game experience. This is not really what we want, but we're unable to make it what we want, so we'll just give you this QTE instead. It's a lame cop-out.
A fist-fight is a "minigame". What you want is a "whole-game". So unless you sent in $100,000 check or pay a little extra , maybe you can have something like the awesome Assassin Creed martial art or something else.
Yes, I want a whole game. Is that so much to expect when I pay a whole price? I'm not saying that The Witcher 2 isn't worth the price; it's an awesome game. But that awesomeness is undermined by these cheap cop-outs and lack of trust or ability to give it a whole, unified system.
I like the fist-fight the way it is in WC2. I fist-fight to earn my orens as well. I fist-fight to take a break from the frequent monster slaying business.
I explore and talk to people to do that. In fact, monster slaying is only a tiny part of what I do.
AND EVERY QTE GIVES YOU PROBABLY 1 SEC TO REACT. IT IS LOOOOOOOOOOOOOOOOOOOOOONG. WHY THE HELL CAN'T SOMEONE RESPONSE TO IT
It's not about the difficulty, it's about the entire concept, and the vote of no confidence by its own designers that it represents.
SystemShock7: Better way to kill the Krayan? How about letting me figure it out how to kill a giant beast with huge tentacles using the weapons and the environment at my disposal, rather than me trying to figure out the pre-scripted formula to kill the thing and then NOT playing a QTE that makes no sense, as in riding a freaking huge tentacle the beast has been smashing against a stone bridge when it gets angry, and a stone bridge conveniently landing on the creature?
wow, if you are that critical against video games, probably you shouldn't play video game at all and go to work ????
WTF? He says he wants to play a video game, and use the game mechanics in that game to solve the challenges that the game presents him with, and you suggest that maybe he shouldn't be playing video games at all?
So how you get on the tentacle? how would you get off the tentacle? What would be the better game machanic that you would suggest, specifically?
How would implement the situation where you Geralt waits for the tentacle to sweep near you and climb on it?
If you want Geralt to be able to jump, then give him the ability to jump. It's really that simple.
The problem is that on the one hand, the designers envision a scene with Geralt jumping on top of a monster (in fact, he
has to, taking choice away from the player), but on the other hand they don't want to design a game system that allows Geralt to make such jumps. They're forcing a situation on a system that they designed to be unable to handle that situation, so they have to resort to QTEs to get out of the hole they painted themselves into.
That is the entire problem with using QTEs in situations like these. They highlight the incompetence and bad design choices of the designers, and that's completely unnecessary, because the game contains so much awesome that they could have highlighted instead.
Or would you say that you just prefer a head-on fight until you cut down every tentacle, burns down the entire beast with your sword and your magic sign????
If that's what the game system is designed for, then yes. Of course it would be cool if the system was designed for more, but if it's not, don't try to force more by dropping the intricate and detailed system and replacing it with some lame QTE.