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Op Ed

truepcgaming - Developer’s Block: Quick Time Events.
Rather than making them a separate scene, it should go hand in hand with the gameplay. Quick time events should be a part of the action instead of becoming an interactive cutscene, even if it means that the developer should create a whole new set of controls for it to be possible. For example, take Kingdom Hearts’ reaction command system, also known as quick time events. They work well because they’re, for the most part, optional and you won’t lose because you missed the opportunity. In Kingdom Hearts, quick time events can only help which is how it should be done.

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9. Re: Op Ed Feb 12, 2012, 03:51 Jerykk
 
Kingdoms of Amalur proves that a good system and QTE's can co-exist .. if you see them as QTE's.. technically they are just "power enhancer events" because it has no relevant whether you press them or not, save for the XP bonus

I hate button-mashing. That includes the button-mashing for the Fate kills in KOAR. It adds nothing to the game whatsoever. It doesn't add depth or challenge. It's simply "Mash the button as quickly as you can!" Quite literally the most mindless type of interaction you can have. QTEs can't be done right because they are an inherently flawed concept. They simply need to be removed from existence entirely.

As for the combat in KOAR, it's okay, I guess. Not enough to compensate for the utterly generic setting, characters, lore, quests, etc, but decent enough. That said, archery is a joke since it has lock-on targeting and arrows themselves have no weight or physics.

We never truly feel any ease in combat when in Skyrim, but in Amalur after a certain level you are essentially a semi-god like power in the game world, theres still stuff that can challenge you but when you have all the combat skills unlocked you are going to PWN.

I' only level 4 and I already feel that way. Button-mashing is way too effective and the Fate mode is really overpowered.
 
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