Ray Bradbury - Fahrenheit 451
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I recently played the adventure game The Wolf Among Us. While the game itself will be worth its own separate post, it also served as my first practical experience of so-called 'quick-time events' or action sequences which prompt the player to mash a certain button within a short time-frame.
Long story short: I hate 'em.
Not that their growing popularity surprises me much. Adventure games, whether text-based or the 2D point-and-click interactive, exploratory detective stories
Last year I referenced a statement by Aristotle as to the importance of decision-making to illustrate a fundamental distinction between good and bad game design... or rather between the design of games and non-games. It is not enough for the player to re-act voluntarily to on-screen stimuli. A good game induces the player to act, to choose between different courses of action - best exemplified by the various strategy genres. Even more linear styles like adventure games at least rely on the player formulating a logical* sequence of events in order to advance the plot.
Quick-time events carry none of that weight. They're pure, brainless twitch, to a greater extent even than what normally passes for twitch-gaming. In a first-person shooter, as dumbed down as they are, the player would at least need the spatial and situational awareness to time a jump over that oncoming van. QTEs instead present you with the most shamefully simplistic psychological conditioning. There is a button. The button makes good things happen. Bad things happen if you do not press the button.
Press.
The.
Button!
Even laboratory pigeons would scoff at the lack of intellectual involvement there.
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* For at times a very loose definition of 'logical' - yes, I'm aware of how nonsensical adventure game puzzles can get.
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