Difference between revisions of "Quick Time Events"

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=== Examples ===
 
=== Examples ===
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The [[Dragon's Lair series]] was an early example of games that used [[Quick Time Events]] to let players avoid having their characters dying while trying to free a princess kidnapped by a dragon. While in this game all the actual gameplay was in form of [[Quick Time Events]], later games such as the [[Shenmue series]], [[Fahrenheit]], and [[Heavy Rain]] uses [[Quick Time Events]] interjected with other types of gameplay.
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The [[Wario Ware series]] can be said to consist of a large collection of mini games that are actually [[Quick Time Events]].
  
 
Wikipedia has an entry about [[Quick Time Events]] including several examples<ref name="wiki"/>
 
Wikipedia has an entry about [[Quick Time Events]] including several examples<ref name="wiki"/>
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== Relations ==
 
== Relations ==
 
[[Rhythm-Based Actions]]
 
[[Cutscenes]]
 
[[Ephemeral Goals]]
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Button Bashing]],
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[[Cutscenes]],
 +
[[Ephemeral Goals]],
 
[[Non-Diegetic Features]],  
 
[[Non-Diegetic Features]],  
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[[Rhythm-Based Actions]],
 
[[Surprises]],  
 
[[Surprises]],  
 
[[Tension]]
 
[[Tension]]
 
==== with ... ====
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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-
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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-
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===

Revision as of 08:18, 18 September 2011

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

The Dragon's Lair series was an early example of games that used Quick Time Events to let players avoid having their characters dying while trying to free a princess kidnapped by a dragon. While in this game all the actual gameplay was in form of Quick Time Events, later games such as the Shenmue series, Fahrenheit, and Heavy Rain uses Quick Time Events interjected with other types of gameplay.

The Wario Ware series can be said to consist of a large collection of mini games that are actually Quick Time Events.

Wikipedia has an entry about Quick Time Events including several examples[1]

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Button Bashing, Cutscenes, Ephemeral Goals, Non-Diegetic Features, Rhythm-Based Actions, Surprises, Tension

Can Modulate

Predetermined Story Structures

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Spatial Engrossment

History

New pattern created in this wiki.

References

  1. Wikipedia entry for Quick Time Events.

Acknowledgements