QTE elements in DA3
#1
Posté 01 octobre 2012 - 11:33
I dont play many games because of this feature <_<
So far Dragon Age absolutly don't have any allusion on this feature... how do you think, is there any chances that this will come to the Dragon Age?
#2
Posté 01 octobre 2012 - 11:35
The implementation of QTEs all over the place is making me think about skipping RE6.
#3
Posté 01 octobre 2012 - 11:54
I would actually like something like the interrupt system--always wanted my Warden to push certain characters out of windows XD But QTE in general is not my idea of good gameplay.
#4
Posté 02 octobre 2012 - 12:10
#5
Posté 02 octobre 2012 - 12:13
#6
Posté 02 octobre 2012 - 12:13
#7
Posté 02 octobre 2012 - 12:15
KiwiQuiche wrote...
...what does QTE even mean? There are too many acronyms around here...
Quick Time Event. Better to show you than to tell you: here's a QTE clip from Heavy Rain.
#8
Posté 02 octobre 2012 - 12:17
KiwiQuiche wrote...
...what does QTE even mean? There are too many acronyms around here...
Quick time event.
#9
Posté 02 octobre 2012 - 12:19
Sable Rhapsody wrote...
KiwiQuiche wrote...
...what does QTE even mean? There are too many acronyms around here...
Quick Time Event. Better to show you than to tell you: here's a QTE clip from Heavy Rain.
Ah, thank you.
Personally I'm not really for those...admittedly some in ME3 were fun- like punching Gerrel or shanking Kai Lame, but it wouldn't do to crossbreed ME with DA. Keep them seperate.
#10
Posté 02 octobre 2012 - 12:32
KiwiQuiche wrote...
Personally I'm not really for those...admittedly some in ME3 were fun- like punching Gerrel or shanking Kai Lame, but it wouldn't do to crossbreed ME with DA. Keep them seperate.
I agree that generally ME and DA are very different games with different storytelling mechanics, but I do think the interrupts add something to the dialogue, and they could be successfully implemented in DA2. The number of times I wanted to punch Anders in the middle of one of his crazy rants is telling
And at any rate, the paragon/renegade interrupts are different from standard QTE in one important way--except the final renegade interrupt on TIM during the Citadel conversation, interrupts are entirely optional. They're a roleplaying choice, and if you don't take them, all you lose out on are usually a few morality points. QTEs in games that incorporate them as an essential mechanic usually end in game over if they're failed.
#11
Posté 02 octobre 2012 - 12:42
Usually they are mostly for show in ME, which is fien by me. As long as they don't define the difference in a outcome.
#12
Posté 02 octobre 2012 - 01:04
Knight of Dane wrote...
I don't mind them as long as they aren't a win button.
Usually they are mostly for show in ME, which is fien by me. As long as they don't define the difference in a outcome.
And in two lines, you've said what took me two paragraphs
#13
Posté 02 octobre 2012 - 03:06
#15
Posté 02 octobre 2012 - 03:32
#16
Posté 02 octobre 2012 - 03:34
As far as QTE in combat...hell no.
#17
Posté 02 octobre 2012 - 03:43
In Soul Calibur... 3, I'm pretty sure it was, there were cutscenes between fight stages in the story mode, and quite a few of them required you to input a particular button, and if you failed the cutscene, there would be an impact.
For example, one cutscene takes place in a... windmill, or some such thing, and your opponent sets up a trap for you before the fight. If you don't press the button in time to dodge the giant cogwheel that comes hurtling towrds you, then you start the fight with less health.
It could be implemented in Dragon Age during certain cutscenes. "Press 'O' (or the equivalent on xBox or PC) to dodge the blast of fire from the High Dragon" and if you fail, you incur an injury or something. Or "Press 'X' to pre-emptively attack this foe and start the fight with an advantage".
I know a lot of people are gonna say that player "skill" shouldn't matter in an RPG, though, and they likely wouldn't appreciate such a feature.
Modifié par Plaintiff, 02 octobre 2012 - 03:44 .
#18
Posté 02 octobre 2012 - 03:47
marshalleck wrote...
I think the major fail with QTE is the player ends up focusing on one small area of the screen waiting for the next button in the sequence to appear, rather than watching the action.
Yes I feel QTEs are not appropriate for role playing games. You aren't thinking about your character, instead you are mashing buttons like an arcade game.
As for titles like Heavy Rain or Dragon's Lair, where the entire game is like a QTE, this is an entirely different genre, designed for this type of interactive movie experience.
Modifié par naughty99, 02 octobre 2012 - 04:01 .
#19
Posté 02 octobre 2012 - 03:48
It's an inherent problem with QTE on a conceptual level, independent of genre.naughty99 wrote...
marshalleck wrote...
I think the major fail with QTE is the player ends up focusing on one small area of the screen waiting for the next button in the sequence to appear, rather than watching the action.
Yes I feel QTEs are not appropriate for role playing games. You aren't thinking about your character, instead you are mashing buttons like an arcade game.
What QTE really needs is to dump the reliance on controller and go with motion recognition, e.g. Move and Kinect.
Modifié par marshalleck, 02 octobre 2012 - 03:54 .
#20
Posté 02 octobre 2012 - 04:02
#21
Guest_Lathrim_*
Posté 02 octobre 2012 - 04:04
Guest_Lathrim_*
suntzuxi wrote...
QTE should not exist in RPGs.
This. A game like Heavy Rain is fine, but QTEs definitely do not belong in RPGs.
#22
Posté 02 octobre 2012 - 04:14
...but QTE are one of those things...they're fine in games that are made around the QTE - but filler in other genres craps me off no end.
#23
Posté 02 octobre 2012 - 04:35
#24
Posté 02 octobre 2012 - 04:43
#25
Posté 02 octobre 2012 - 10:49
The Hierophant wrote...
The God of War series are some of the few games where i thought QTEs were appropriately placed.
It wasn't bad in God of War, but it still suffered the problem of making me focus on small areas of the screen while a bunch of cool stuff that I couldn't watch without dying went on in the background.
But at least the QTE segments in God of War were relatively short.





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