Difference between revisions of "Quick Time Events"
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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. | 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 [[ | + | The [[WarioWare 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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[[Cutscenes]], | [[Cutscenes]], | ||
[[Ephemeral Goals]], | [[Ephemeral Goals]], | ||
+ | [[Minigames]], | ||
[[Non-Diegetic Features]], | [[Non-Diegetic Features]], | ||
[[Rhythm-Based Actions]], | [[Rhythm-Based Actions]], |
Revision as of 08:19, 18 September 2011
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
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 WarioWare 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, Minigames, Non-Diegetic Features, Rhythm-Based Actions, Surprises, Tension
Can Modulate
Predetermined Story Structures
Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki.