Quick Time Event: Difference between revisions

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In video games, a quick time event (QTE) is a method of context-sensitive gameplay in which the player performs actions on the control device shortly after the appearance of an on-screen instruction/prompt. It allows for limited control of the game character during cut scenes or cinematic sequences in the game. Performing the wrong prompt, mistiming the action, or not performing any action at all results in the character's failure at their task and often in an immediate game over, or life being lost and being shown a death/failure animation.
In video games, a quick time event (QTE) is a method of context-sensitive gameplay in which the player performs actions on the control device shortly after the appearance of an on-screen instruction/prompt. It allows for limited control of the game character during cut scenes or cinematic sequences in the game. Performing the wrong prompt, mistiming the action, or not performing any action at all results in the character's failure at their task and often in an immediate game over, or life being lost and being shown a death/failure animation.


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== In Visual Novels ==
== In Visual Novels ==
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Revision as of 18:58, 18 July 2024

In video games, a quick time event (QTE) is a method of context-sensitive gameplay in which the player performs actions on the control device shortly after the appearance of an on-screen instruction/prompt. It allows for limited control of the game character during cut scenes or cinematic sequences in the game. Performing the wrong prompt, mistiming the action, or not performing any action at all results in the character's failure at their task and often in an immediate game over, or life being lost and being shown a death/failure animation.

The term "quick time event" is attributed to Yu Suzuki, director of the game Shenmue which used the QTE feature (then called "quick timer events") to a great degree. However, Roberta Williams's 1984 release of King's Quest I is considered the first game to include timed events in its gameplay.[1] They allow for the game designer to create sequences of actions that cannot be expressed through the game's standard control scheme, or to constrain the player into taking only one specific action at a critical moment. While some uses of QTE have been considered as favorable additions to gameplay, the general use of QTE has been panned by journalists and players alike, as these events can break the flow of the game and force the player to repeat sections until they master the event, adding false difficulty to the game.

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In some cases, quick time events will have several potential outcomes, and the player must choose between them. This can alter the narrative path.

In Visual Novels


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