Everything Telltale does is a combination of QTEs, clunky adventure game “what is” commands, and generally meaningless dialog options. I’d actually like their games better if they got rid of the first two.
I never minded the dialogue options and/or the “what is” stuff, but the QTEs drove me up the wall, because they’re of the “repeat it until you get it right” kind that merely holds you up until you can get past it, rather than some sort of fork in the story that changes based on your performance in the QTE. I’d personally much rather see a well scripted cinematic sequence than have to succeed at some goofy QTE to get to the next stage.
They absolutely did, but they did not use Quicktime for “Quick Time Events” in this context.
I like the new generation of Telltale games that are very much interactive cinema. One thing the quick time events add is tension, because you are physically involved in something while your character is trying to break free of a bear hug, or whatever. In generally, I speak well of these games.
But… it’s hard to finish them because I put them off for a time when I can play a game where I never get to lean back from the keyboard when an NPC is talking or any action is happening on the screen. My instinct is to relax during cinematics, and I’m not allowed to do that in Telltale games. I like to mull over dialogue choices, and I’m not allowed to that in a Telltale game. So, I still haven’t finished Borderlands or Fables.
Oh, I hate the timed dialog stuff, too. But the QTEs are fine. The repetition is just fine to me–since none of it is hard. Plus I’m the type of gamer that wants to see everything, so I’m gonna fail on purpose the first time anyways.
The thing I always hated about older NES games was the lives system and making you go back. The first of those types of games that I completed was Jill of the Jungle 3, and that was because I could just keep coming back without worrying about lives. It’s also part of why I preferred Donkey Kong 64 to Mario 64.
And it seems this is borne out today in how games work. No one uses that system. Nintendo still pays homage, but lets you find so many lives that you really can just keep going. And it’s been this way since Luigi’s Mansion–another game I really enjoyed. (Just go grab a 50 HP heart from that one room.)
I thought the original Myst had just enough Quick Time movies, just a few in each world and then of course the good and bad endings.
Let’s go ahead and make it clear. There’s the Apple video format QuickTime, and there’s the gaming term Quick Time Events which are not related to QuickTime video. Quick Time Events are gameplay elements in which you are prompted to make a decision to press a key or series of keys in order to direct the outcome of a scene. They can add a sense of immediacy to a scene, emulating in the player the tension of the characters on the screen, but they are often criticized for being gratuitous and seeming like a substitute for rather than an element of game design.
Carry on.