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Essays 03 April 2020, 16:17

95% Chances of Success and I Missed?! Game Mechanics We Hate

Yes, we love games. But there are times when the only sensible reaction seems... throwing the keyboard out the window. Some of the mechanics have been under the players' skin, and today, we're exposing them all.

Table of Contents

Quick-time events

Heavy Rain was a great adventure for many of us – for some, even a revolution of sorts. The question about whether it was a game or an interactive movie is still relevant.

Still far more options than my fridge offers during quarantine. - 95% Chances of Success and I Missed?! Game Mechanics We Hate - dokument - 2020-04-03
Still far more options than my fridge offers during quarantine.

Blaming David Cage for all the evils of this world can be fun, but it's not his fault this time. The feature popularly known by the acronym "QTE" was invented by Yu Suzuki, the creators of the cult-classic game, Shenmue. And although QTEs had appeared in one form or another before (Dragon's Lair, 1983; Die Hard Arcade, 1996), Shenmue was the game that put a conscious emphasis on this aspect. Cage, on the other hand, was the one who reminded the mainstream of this principle, and showed that you could base literally the whole game on it. Say what you want, but Fahrenheit (aka Indigo Prophecy) was outstanding!

Since Shenmue, people were losing sleep over the QTE, which started to be implemented into all kinds of games. It was in God of War, Resident Evil 4 or Prince of Persia. However, since David Cage made an entire game based on QTE, the solution became controversial – some said that QTE emphasizes the "cinematic quality" of the experience, allowing new forms of narration. The opponents claimed that the solution is rather crude, forcing the player to desperately try and anticipate which key should be pressed, effectively drawing their attention away from the story, and (which is a bulky accusation) takes control away from us.

It was quite weird. - 95% Chances of Success and I Missed?! Game Mechanics We Hate - dokument - 2020-04-03
It was quite weird.

Although the assumptions make sense in the abstract, a sensible implementation is very difficult. In Call of Duty: Advanced Warfare, we've seen one of the most ridiculous examples of using a QTE as means of infusing the game with "cinematic quality." "Press F to pay respects," although certainly stemming from noble intentions, was actually an awful trivialization of a soldier's funeral.

My problem with QTEs lies elsewhere – it's breaking my thumbs trying to open a gate. Really, what is the point of this? If that's supposed to mimic the effort of Kratos, it does so rather fecklessly.

Matthias Pawlikowski

Matthias Pawlikowski

The editor-in-chief of GRYOnline.pl, associated with the site since the end of 2016. Initially, he worked in the guides department, and later he managed it, eventually becoming the editor-in-chief of Gamepressure, an English-language project aimed at the West, before finally taking on his current role. In the past, a reviewer and literary critic, he published works on literature, culture, and even theater in many humanities journals and portals, including the monthly Znak or Popmoderna. He studied literary criticism and literature at the Jagiellonian University. Likes old games, city-builders and RPGs, including Japanese ones. Spends a huge amount of money on computer parts. Apart from work and games, he trains tennis and occasionally volunteers for the Peace Patrol of the Great Orchestra of Christmas Charity.

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