
In
video game
A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
s, a quick time event (QTE) is a method of
context-sensitive gameplay
Gameplay is the specific way in which players interact with a game. The term applies to both video games and Tabletop game, tabletop games. Gameplay is the connection between the player and the game, the player's overcoming of challenges, and t ...
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 scene
A cutscene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a video game that is not interactive, interrupting the gameplay. Such scenes are used to show conversations between characters, set the mood, reward the ...
s 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, resulting in a death/failure animation and often an immediate
game over
"Game over" is a message in video games which informs the player that their play session has ended, usually because the player has reached a loss condition. It also sometimes appears at the successful completion of a session, especially in ga ...
or the loss of a
life
Life, also known as biota, refers to matter that has biological processes, such as Cell signaling, signaling and self-sustaining processes. It is defined descriptively by the capacity for homeostasis, Structure#Biological, organisation, met ...
, with some games providing a lesser but significant penalty of sorts instead.
The term "quick time event" is attributed to
Yu Suzuki
is a Japanese game designer, producer, programmer, and engineer, who headed Sega's AM2 team for 18 years. Considered one of the first auteurs of video games, he has been responsible for a number of Sega's arcade hits, including three-dimensi ...
, director of the game ''
Shenmue
is an action-adventure game series created, produced and directed by Yu Suzuki. '' Shenmue'' (1999) and ''Shenmue II'' (2001) were developed by Sega AM2 and published by Sega for the Dreamcast. ''Shenmue II'' was released in 2002 in Western m ...
'' which used the QTE feature (then called "quick timer events") to a great degree. 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.
Mechanics
QTEs generally involve the player following onscreen prompts to press buttons or manipulate joysticks within a limited amount of time. Games played on systems controlled with
motion controller
In computing, a motion controller is a type of input device that uses accelerometers, gyroscopes, Image sensor, cameras, or other sensors to Motion capture, track motion.
Motion controllers see use as game controllers, for virtual reality and ot ...
s, such as
Nintendo
is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto. It develops, publishes, and releases both video games and video game consoles.
The history of Nintendo began when craftsman Fusajiro Yamauchi ...
's
seventh-generation Wii
The Wii ( ) is a home video game console developed and marketed by Nintendo. It was released on November 19, 2006, in North America, and in December 2006 for most other regions of the world. It is Nintendo's fifth major home game console, f ...
and
Nintendo DS
The is a foldable handheld game console produced by Nintendo, released globally across 2004 and 2005. The DS, an initialism for "Developers' System" or "Dual Screen", introduced distinctive new features to handheld games: two LCD screens worki ...
, may also implement QTEs with appropriate gestures (for example, the Wii version of ''
Tomb Raider Anniversary'' requires players to thrust both the
Wii Remote
The Wii Remote, colloquially known as the Wiimote, is the primary game controller for Nintendo's Wii home video game console. An essential capability of the Wii Remote is its motion sensing capability, which allows the user to interact with an ...
and Nunchuk, held in each hand, forward simultaneously to evade a dangerous situation in a cutscene). The prompts are often displayed as a graphical image of the physical controller button; for example, games on
PlayStation
is a video gaming brand owned and produced by Sony Interactive Entertainment (SIE), a division of Japanese conglomerate Sony. Its flagship products consists of a series of home video game consoles produced under the brand; it also consists ...
systems may show any of the four shape-marked face buttons (cross, square, circle or triangle) on the
DualShock
The DualShock (originally Dual Shock, trademarked as DUALSHOCK or DUAL SHOCK, with the PlayStation 5 version as DualSense) is a line of gamepads developed by Sony Interactive Entertainment (formerly Sony Computer Entertainment) for the PlaySta ...
controller as input for the event. Such actions are either atypical of the normal controls during the game or in a different context from their assigned functions. Whilst most prompts simply require the player to push the appropriate button in time, some may require different types of actions, such as
repeatedly pressing a button a certain number of times within the time limit or hitting the button with precise timing.
History

Although the origin of QTE are often attributed to
interactive movie
Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but ...
laserdisc video game
An interactive film is a video game or other interactive media that has characteristics of a cinematic film. In the video game industry, the term refers to a movie game, a video game that presents its gameplay in a cinematic, scripted manner, o ...
s that showed video clips stored on a laserdisc like ''
Dragon's Lair
''Dragon's Lair'' is a video game franchise created by Rick Dyer. The series is notable for its film-quality animation by ex-Disney animator Don Bluth, and complex decades-long history of being ported to many platforms. It has also been adapte ...
'' (
Cinematronics
Cinematronics Incorporated was an arcade game video game developer, developer that primarily released vector graphics games in the late 1970s and early 1980s. While other companies released games based on raster graphics, raster displays, early ...
, June 1983), ''
Cliff Hanger'' (Stern, December 1983) and ''
Road Blaster
is an interactive film game developed by Data East, featuring animation by Toei Animation, originally released in Japan as a laserdisc, LaserDisc-based arcade game in 1985. The player assumes the role of a vigilante who pursues a biker gang resp ...
'' (
Data East
, also abbreviated as DECO, was a Japanese video game, pinball and electronic engineering company. The company was in operation from 1976 to 2003, and released 150 video game titles. At one time, the company had annual sales of 20 billion yen in ...
, 1985),
these left little room for more advanced gameplay elements. These games had graphics on par with
animated cartoon
Animation is a filmmaking technique whereby still images are manipulated to create moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Animati ...
s at a time when video games were composed of simple, pixelated characters. Their gameplay consisted of watching an animated video and pressing the correct button every few seconds to avoid seeing a (circumstance-specific) loss scene and losing a life. Compared to modern titles, games like ''Dragon's Lair'' would require the player to memorize the proper sequence and timing of their input, effectively making the entire game one continuous QTE.
Such uses were also seen as giving the player only the illusion of control, as outside of responding to QTE, there were no other commands the player could enter; effectively, these games were considered the equivalent of watching a movie and responding every few minutes to allow it to continue.
An improvement to the QTE mechanic was flashing the buttons that need to be pressed on the screen, which appeared in the laserdisc games ''
Super Don Quix-ote'' (
Universal
Universal is the adjective for universe.
Universal may also refer to:
Companies
* NBCUniversal, a media and entertainment company that is a subsidiary of Comcast
** Universal Animation Studios, an American Animation studio, and a subsidiary of N ...
, 1984), ''
Ninja Hayate'' (
Taito
is a Japanese company that specializes in video games, Toy, toys, arcade cabinets, and game centers, based in Shinjuku, Tokyo. The company was founded by Michael Kogan in 1953 as the importing vodka, Vending machine, vending machines, and Juk ...
, 1984), ''
Time Gal'' (Taito, 1985) and ''
Road Blaster
is an interactive film game developed by Data East, featuring animation by Toei Animation, originally released in Japan as a laserdisc, LaserDisc-based arcade game in 1985. The player assumes the role of a vigilante who pursues a biker gang resp ...
''.
''
Die Hard Arcade'' (
Sega
is a Japanese video game company and subsidiary of Sega Sammy Holdings headquartered in Tokyo. It produces several List of best-selling video game franchises, multi-million-selling game franchises for arcade game, arcades and video game cons ...
, 1996), ''
Sword of the Berserk: Guts' Rage'' and most notably ''
Shenmue
is an action-adventure game series created, produced and directed by Yu Suzuki. '' Shenmue'' (1999) and ''Shenmue II'' (2001) were developed by Sega AM2 and published by Sega for the Dreamcast. ''Shenmue II'' was released in 2002 in Western m ...
'' (Sega, 1999) for the
Dreamcast
The is the final home video game console manufactured by Sega. It was released in Japan on November 27, 1998, in North America on September 9, 1999 and in Europe on October 14, 1999. It was the first sixth-generation video game console, prec ...
introduced QTEs in the modern form of
cutscene
A cutscene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a video game that is not interactive, interrupting the gameplay. Such scenes are used to show conversations between characters, set the mood, reward the ...
interludes in an otherwise more interactive game.
''Shenmue''s director
Yu Suzuki
is a Japanese game designer, producer, programmer, and engineer, who headed Sega's AM2 team for 18 years. Considered one of the first auteurs of video games, he has been responsible for a number of Sega's arcade hits, including three-dimensi ...
is credited with coining the phrase "Quick Time Event",
which were included in the game as to provide "a fusion of gameplay and movie" and create cinematic experience to the player. The game's manual called them "quick timer events", but the phrase became popularized as "quick time events" since its release. Since this period, several other games on modern console and game systems have included QTEs or similar mechanics, and are not limited to the action or adventure genre. For instance, in the Wii version of the
sports games ''
2010 FIFA World Cup South Africa'', QTEs are used to save penalty shots and free kicks aimed towards the goal, or win possession of the ball after it is punted or corner-kicked. Failure to execute the quick time event in time would result in the opposing team scoring a goal or claiming possession of the ball.
To improve game
accessibility, action games increasingly contain options to individually disable quick time events and other design elements that contribute to a game's difficulty.
Use and critical reaction
QTEs have received mixed reactions from players and journalists. They can be used effectively to enhance
cutscene
A cutscene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a video game that is not interactive, interrupting the gameplay. Such scenes are used to show conversations between characters, set the mood, reward the ...
s and other actions. The use of QTEs within ''Shenmue'' is often praised, as "they seamlessly flow from cinema to the QTE sequence without any loading pauses at all", and sections which utilized the QTE were considered "some of the most thrilling in the whole game". At the same time, they also are considered to be a weak addition to gameplay, and often force the player to repeat such sections until they complete the QTE perfectly to move on. They are often considered a "bane of action games", as their presence breaks the standard flow of the game and reduce the control of the game for the player to a few buttons, distracting, and turning interactivity into a job.
Also, QTEs may frustrate the player due to the fact that they might not have any sign that they are about to happen.
QTEs are often used during dramatic cutscenes. ''
Resident Evil 4
''Resident Evil 4'' is a 2005 survival horror game developed and published by Capcom for the GameCube. Players control the special agent Leon S. Kennedy on a mission to rescue the US president's daughter, Ashley Graham (Resident Evil), Ashley ...
'' uses QTEs (described by cinematics lead Yoshiaki Hirabayashi as an "action button system") to "facilitate a seamless transition between gameplay and the in-game movies" and prevent players from losing interest during cutscenes. One example in ''Resident Evil 4'' is a
knife fight
A knife fight is a violent physical confrontation between two or more combatants in which one or more participants are armed with a knife.MacYoung, Marc, ''Winning A Street Knife Fight'', (Digital format, 70 min.), Boulder, CO: Paladin Press, ( ...
. The fight occurs during a late-game cutscene where the protagonist meets a major villain, who explains missing links in the game's story while periodically slashing at the protagonist and requiring the player to quickly press a button to parry him.
As the action takes place during the major revelation of the game, the QTE serves to prevent the player from skipping over the cutscene. While this example is considered to use QTEs effectively, punctuating the heated discussion between the characters with rapid player reactions, it also demonstrates a common failing with the mechanism, in that if the player should miss a QTE, the protagonist will be killed, and the player must restart the cutscene and the fight from the start.
Because of the likelihood of player death, the phrase "Press X to not die" has become synonymous with the use of QTEs in game. Furthermore, when a QTE is used during such a scene, the player's attention is drawn away from the animation and instead to the area of the screen where the button control indicator would appear, rendering the effort put into animating the scene meaningless.
Another problem with the use of QTE during cutscenes is that it can dilute the emotion and importance of the scene to a single button press, trivializing the nature of the scene. This issue was raised from ''
Call of Duty: Advanced Warfare'', in which during an early scene where the player character attends the funeral of a fallen fellow soldier, the player is given the option to
press a button to mourn for the soldier. Forcing this type of interaction has been considered a poor form of storytelling, as some have argued the scene could have been played out without requiring player action to make the same form of emotional connection to the protagonist, or with the player given more control of the character.
QTEs may be used to provide a limited control scheme for a scene within the game that would be otherwise difficult or impossible to perform with the game's standard controls.
A second example from ''
Shenmue II
''Shenmue II'' is a 2001 action-adventure game developed by Sega AM2, directed by Yu Suzuki and published by Sega for the Dreamcast in 2001, while an enhanced version was released for the Xbox in 2002.
Like the original ''Shenmue'' (1999), ...
'' requires the player to navigate several narrow planks across a void in a disused building, every so often responding to a QTE to regain the character's balance, with each successive plank requiring more and quicker responses to QTEs. Failing to respond to the QTE leads to the character's death and requiring the player to restart the sequence. This sequence has been strongly criticized, as when the plank sequence is finished, the player is rejoined by another character who had used the elevator to bypass the floors, an option not given to the player.
More recent games have used QTEs that occur more directly in gameplay and, when failed, do not end the game for the player. The ''
God of War
A war god in mythology associated with war, combat, or bloodshed. They occur commonly in polytheism, polytheistic religions.
Unlike most gods and goddesses in polytheistic religions, monotheistic deities have traditionally been portrayed in their ...
'' series uses QTEs as finishing moves: by completing the maneuver successfully, the player can defeat larger beasts or bosses, but failure to complete only leads to being tossed away, upon which the player can move back into battle to continue to fight.
Often these are progressive QTE systems where the player is only partially penalized for missing the necessary commands; these often take place in
boss battles. An example of this usage is from the game ''
Ninja Blade
is a 2009 action game developed by FromSoftware and published by Microsoft Game Studios for Xbox 360 and Windows.
Gameplay
The player plays as a modern-day ninja, using a katana, twin swords and broad sword as the main weapon to the hostile cr ...
''; during a special attack by the boss, the player can attempt a series of QTEs to minimize the distance that the protagonist is pushed back down a long hallway from the boss, reducing the amount of time and damage that the character would then take in rushing the boss at the conclusion of the attack.
Other positive means of incorporating the QTE is for manipulating the environment to gain a tactical edge; ''
Gears of War 2'', for example, includes one area where the player character and his non-player character squad are on a circular elevator, fending off hordes of monsters engaging them on all sides. By temporarily abandoning the battle, the player can engage the elevator through a QTE at its control panel to gain the high ground, though this gain can be nullified if the monsters engage a second control panel.
More recent use of QTEs have been within cutscenes themselves where failing to perform the QTE may alter or provide more details about the game's story and affect the character later in the game, though the changes are generally minimal, essentially boiling down to a "what if?" scenario. In ''
Mass Effect 2'' and ''
Mass Effect 3
''Mass Effect 3'' is a 2012 action role-playing game developed by BioWare and published by Electronic Arts. The third major entry in the ''Mass Effect'' series and the final installment of the original trilogy, it was released in March 2012 for ...
'', certain cutscenes contain dramatic moments where a QTE will appear for a short moment, indicating an action that will drive the character towards either extreme of a morality scale. In one case, the player is given the opportunity to stop ruffians from firing upon a weaker character, with the QTE provided helping to boost the player towards higher moral standing.
Telltale Games
Telltale Incorporated (trade name: Telltale Games) was an American video game developer based in San Rafael, California. The company was founded in July 2004 by former LucasArts developers Kevin Bruner, Dan Connors and Troy Molander, following ...
' ''
The Walking Dead'' includes QTEs intermittently, creating tension throughout the game. Furthermore, during
conversation trees with non-player characters, failure to select the next choice of topic in a limited time may affect later events in the game. This "quick time conversation" mechanic is used in other Telltale games as well.
More recently, the games ''
Fahrenheit
The Fahrenheit scale () is a scale of temperature, temperature scale based on one proposed in 1724 by the German-Polish physicist Daniel Gabriel Fahrenheit (1686–1736). It uses the degree Fahrenheit (symbol: °F) as the unit. Several accou ...
'' (''Indigo Prophecy'' in North America), ''
Heavy Rain'', and ''
Detroit: Become Human'' from
Quantic Dream
Quantic Dream SA is a French video game developer and publisher based in Paris. Founded in 1997, the company has developed five video games: '' The Nomad Soul'' (1999), ''Fahrenheit'' (2005), '' Heavy Rain'' (2010), '' Beyond: Two Souls'' (201 ...
are primarily presented as sequences of QTEs, integrating the mechanic as part of the core gameplay, and present controller actions that correlate directly with the character actions on the screen;
this was emphasized further in ''Heavy Rain'' by a game patch to support the use of the
PlayStation Move
is a Motion controller, motion game controller developed by Sony Interactive Entertainment. Initially released in 2010 for use with the PlayStation 3 home video game console, its compatibility was later expanded to its successor, the PlayStation ...
motion controls where the player could actually physically perform the moves that corresponded with character actions.
In both games, players may miss certain QTEs, or may be given a choice of multiple QTEs they could perform; opting of which QTEs to perform would alter the story, with the possibility of character death at some later point. In ''Heavy Rain'', for example, the player controls the fates of the game's four playable characters, leading to numerous different endings if the characters remained alive and if they had discovered critical information. Even prior to ''Heavy Rain''s release, the game's director
David Cage had to defend his vision of the game from critics that were skeptical of the reliance on QTEs within ''Heavy Rain'' and created an early stigma on the game's reception. Despite the integration, ''Heavy Rain'' was often criticized for use of QTEs in otherwise non-dramatic situations. In an early sequence in the game, the player has to control the lead character to find his son Jason in the mall, with the only available action of pressing the "X" button to shout "Jason" having no apparent effect.
With the onset of newer technology to improve graphics, controls, in-game physics, and artificial intelligence, gameplay elements previously simulated through QTEs can potentially be re-implemented as core game mechanics. ''Road Blaster'' used QTEs to steer the car and ram other vehicles off the road in pre-rendered animated scenes, while a modern game like ''
Burnout Paradise
''Burnout Paradise'' is a 2008 racing video game developed by Criterion Games and published by Electronic Arts for PlayStation 3, Xbox 360 and Microsoft Windows. It was also released on the PlayStation Store and via Xbox Live Marketplace's Games ...
'' gives the player full control of the vehicle and uses its game engine to create real-time crashes with other vehicles.
Similarly, ''
Dragon's Lair 3D: Return to the Lair'' recreates the experience of the pre-animated scenes from ''Dragon's Lair'' as a platform game, allowing the player to react freely to the environmental traps and monsters.
References
{{DEFAULTSORT:Quick Time Event
Video game terminology