Some players and game designers despise quick-time events
. Some think QTEs are…not the worst
The people who are waiting for the new Thief
game from Eidos Montreal apparently fall under the "despise" category. The studio confirmed this week that due to negative fan and press feedback from an E3 demo, it would drop the mechanic completely in the final game.
"We're not implementing them," said Valerie Bourdeau, web content manager at Eidos Montreal in a developer blog
. "To begin with, there were very few instances of QTEs in the game; in fact there was only one in that whole hour-long E3 demo. However, given the strong reactions it evoked in the press and the community, it was an easy decision to do away with them entirely. So we're not doing it. No quick time."
Games from Dragon's Lair
to The Walking Dead
implement QTEs, with varying results. What's your take? When does it make sense to design QTEs into a game? What's a good way to design them?