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- Apr 16, 2016
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Ahh… QTEs or whatever you call them - that one mechanic I’ve heard more hate than praise recently. Now let’s not talk about the “Press X to Not Die” shenanigans, rhythm battle systems that are built around precision timed hits, or the rage-inducing button mashers. Let’s say that you are only going to add them to a conventional turn-based RPG as additional flavor:
For one, it adds slightly more interactivity to battles, where you can do things like avoid taking major damage from certain dangerous attacks, forcing a critical hit, or struggling to break free quickly from certain status effects that prevent movement etc. by pressing the right button before a skill is executed, or even just as simple mini-games.
On the other hand, you could say it might break immersion and may reduce the importance of planning and strategy because your success now rely more on successful QTEs than the actual combat system.
What are your thoughts on QTE mechanic as a dev and as a player? Are you already using them or is this something you will add in your game when you feel its necessary?
For one, it adds slightly more interactivity to battles, where you can do things like avoid taking major damage from certain dangerous attacks, forcing a critical hit, or struggling to break free quickly from certain status effects that prevent movement etc. by pressing the right button before a skill is executed, or even just as simple mini-games.
On the other hand, you could say it might break immersion and may reduce the importance of planning and strategy because your success now rely more on successful QTEs than the actual combat system.
What are your thoughts on QTE mechanic as a dev and as a player? Are you already using them or is this something you will add in your game when you feel its necessary?