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Level Up.pdf

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184 LEVEL 8 Sign Language—HUD and Icon Design<br />

Dragon ’ s Lair (Cinematronics, 1983) first<br />

featured QTE gameplay — hell, the entire<br />

game is a quick time event — but after a brief<br />

spurt of similar arcade games (Cliffhanger,<br />

Space Ace, Thayer ’ s Quest) QTEs almost<br />

went the way of the text adventure.<br />

Shenmue (Sega, 1999) brought them back<br />

and christened them QTEs at the same<br />

time. They ’ ve become a gameplay staple<br />

since Resident Evil 4 and God of War made<br />

them popular.<br />

Players either love or hate QTEs, but they<br />

are here to stay. There ’ s no need to hate them though; they ’ re just one<br />

more gameplay tool in a designer ’ s tool kit. The trick is to use them<br />

responsibly:<br />

• Never use a QTE for something the player can do for themselves in<br />

the game. I prefer to use them as shortcuts to cinematic sequences.<br />

Save QTEs for big exciting moments and nigh - impossible actions.<br />

• Timing is everything. Give the player a “ beat ” to process the appearance<br />

of a QTE icon and another “ beat ” to press the appropriate button.<br />

• Don ’ t string them out for too long; as most QTEs need to be repeated if<br />

the player fails the sequence, there is nothing worse than having to<br />

repeat the QTE over and over and over again.<br />

• There ’ s something worse than repeating a QTE, and that ’ s a QTE that<br />

doesn ’ t play fair. While random QTE icons sound like a good way to<br />

introduce variety, this is the one time you want predictability in your<br />

game. Once the player memorizes the pattern, they can concentrate<br />

on watching the cool actions. Now I know what you are saying. “ Wait<br />

a second! There are video games with random QTEs in them. ” And I ’ d<br />

say “ You are correct. ” However, I just don ’ t like them. They make the<br />

player feel like they won because they were lucky, not by their own<br />

skill.<br />

• Keep your QTE controls to a single set of controls. Most games use the<br />

buttons or sometimes a stick. Try not to use the harder- to - reach<br />

shoulder buttons.<br />

• Make sure the QTE icons are big and easy to see. Keep their placement<br />

consistent: don ’ t move them around.<br />

• Try not making the QTE mandatory. Both Uncharted 2 and Batman:<br />

Arkham Asylum offer QTEs as options for dispatching enemies, however,<br />

if the player misses that opportunity they still have plenty of other ways<br />

to take the bad guys out.

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