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	<title>Comments on: Press A to Go Back to Enjoying the Gameplay.</title>
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	<link>http://www.game-ism.com/2008/03/31/press-a-to-go-back-to-enjoying-the-gameplay/</link>
	<description>game critique. game design. game development. game culture.</description>
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		<title>By: Logan Thomas</title>
		<link>http://www.game-ism.com/2008/03/31/press-a-to-go-back-to-enjoying-the-gameplay/comment-page-1/#comment-8242</link>
		<dc:creator>Logan Thomas</dc:creator>
		<pubDate>Tue, 23 Sep 2008 07:09:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.game-ism.com/?p=89#comment-8242</guid>
		<description>I never put much thought into QTEs before reading this post, but now that it&#039;s been brought to my attention, I realize that I subconsciously agreed with your arguments against it since their &quot;inception&quot; (recently, that is).

As you said, there are some events that QTEs are logically associated with. Beyond that, QTEs cheat you out of gameplay.

One example that comes to mind is the scene in Resident Evil 4 where Leon must do a series of acrobatic moves to avoid lasers in a confined corridor. I never thought about it before, but this is a slap in the face: if Leon is capable of these amazing acrobatic feats, why, why, -why- are our actions so limited in actual gameplay? Why is one of our only evasive maneuvers to simply back away from the enemy?

I understand that games will be games. No matter which way you slice it, we&#039;re sitting on our asses pressing buttons to interact with the in-game world. However, if game designers are making such a great push towards realism and immersion, why do they constantly limit themselves with archaic mechanics?

I can&#039;t say I have, here and now, a solution to these &quot;archaic mechanics,&quot; so it may be that I&#039;m blowing smoke; however, it&#039;s unlocked a new realm of thought for me to explore. How far can you overstep the line between simplicity and complexity to achieve the perfect balance between functionality and immersion?

You have to wonder: had Resident Evil 4 taken a more flexible and complex route, would an interactive, in-game knife fight with Krauser been more enthralling than the QTE we experienced? That&#039;s a resounding yes, but it begs another question: would it be too difficult? Would it be -fun-?

Sorry for the rather vague and incoherent comment, I&#039;ve always had that problem. Still, I think I got a few of my points across and I&#039;d certainly be willing to elaborate.

In any case, I&#039;m enjoying your articles. They&#039;re rather well-informed, well-written, and thoughtful; a far cry from the typical gaming blogs you often read. For me, it&#039;s welcomed food for thought.</description>
		<content:encoded><![CDATA[<p>I never put much thought into QTEs before reading this post, but now that it&#8217;s been brought to my attention, I realize that I subconsciously agreed with your arguments against it since their &#8220;inception&#8221; (recently, that is).</p>
<p>As you said, there are some events that QTEs are logically associated with. Beyond that, QTEs cheat you out of gameplay.</p>
<p>One example that comes to mind is the scene in Resident Evil 4 where Leon must do a series of acrobatic moves to avoid lasers in a confined corridor. I never thought about it before, but this is a slap in the face: if Leon is capable of these amazing acrobatic feats, why, why, -why- are our actions so limited in actual gameplay? Why is one of our only evasive maneuvers to simply back away from the enemy?</p>
<p>I understand that games will be games. No matter which way you slice it, we&#8217;re sitting on our asses pressing buttons to interact with the in-game world. However, if game designers are making such a great push towards realism and immersion, why do they constantly limit themselves with archaic mechanics?</p>
<p>I can&#8217;t say I have, here and now, a solution to these &#8220;archaic mechanics,&#8221; so it may be that I&#8217;m blowing smoke; however, it&#8217;s unlocked a new realm of thought for me to explore. How far can you overstep the line between simplicity and complexity to achieve the perfect balance between functionality and immersion?</p>
<p>You have to wonder: had Resident Evil 4 taken a more flexible and complex route, would an interactive, in-game knife fight with Krauser been more enthralling than the QTE we experienced? That&#8217;s a resounding yes, but it begs another question: would it be too difficult? Would it be -fun-?</p>
<p>Sorry for the rather vague and incoherent comment, I&#8217;ve always had that problem. Still, I think I got a few of my points across and I&#8217;d certainly be willing to elaborate.</p>
<p>In any case, I&#8217;m enjoying your articles. They&#8217;re rather well-informed, well-written, and thoughtful; a far cry from the typical gaming blogs you often read. For me, it&#8217;s welcomed food for thought.</p>
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		<title>By: LBD</title>
		<link>http://www.game-ism.com/2008/03/31/press-a-to-go-back-to-enjoying-the-gameplay/comment-page-1/#comment-1845</link>
		<dc:creator>LBD</dc:creator>
		<pubDate>Thu, 10 Apr 2008 15:54:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.game-ism.com/?p=89#comment-1845</guid>
		<description>I like QTEs in one situation only... when use of the buttons is fairly well established already for the move (roughly the move) being done, and hitting the wrong button, or hitting the right button at the wrong time, has the appropriate side effect for the incorrect timing/wrong button... so if it says O and I press nothing that&#039;s a different effect then when it says O and I press X (both of witch penalise me, possibly in different ways, and not nessessarly kill the character, and change what comes after if they don&#039;t) which is a different effect then if I press triangle or square... and if I overcharge or undercharge the meter the result depends on how much I charge the meter.</description>
		<content:encoded><![CDATA[<p>I like QTEs in one situation only&#8230; when use of the buttons is fairly well established already for the move (roughly the move) being done, and hitting the wrong button, or hitting the right button at the wrong time, has the appropriate side effect for the incorrect timing/wrong button&#8230; so if it says O and I press nothing that&#8217;s a different effect then when it says O and I press X (both of witch penalise me, possibly in different ways, and not nessessarly kill the character, and change what comes after if they don&#8217;t) which is a different effect then if I press triangle or square&#8230; and if I overcharge or undercharge the meter the result depends on how much I charge the meter.</p>
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		<title>By: aandnota</title>
		<link>http://www.game-ism.com/2008/03/31/press-a-to-go-back-to-enjoying-the-gameplay/comment-page-1/#comment-1647</link>
		<dc:creator>aandnota</dc:creator>
		<pubDate>Wed, 09 Apr 2008 10:37:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.game-ism.com/?p=89#comment-1647</guid>
		<description>i agree that too much QTE is extremely tedious, and  breaks the flow of play.  but i think that the main reason we wouldn&#039;t want a movie that has QTE button-mashing combos is that we expect an entirely different level of interaction from a movie.  mainly more re-action than inter-action.</description>
		<content:encoded><![CDATA[<p>i agree that too much QTE is extremely tedious, and  breaks the flow of play.  but i think that the main reason we wouldn&#8217;t want a movie that has QTE button-mashing combos is that we expect an entirely different level of interaction from a movie.  mainly more re-action than inter-action.</p>
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