Difference between revisions of "Quick Time Events"

From gdp3
Jump to: navigation, search
(Examples)
(Using the pattern)
Line 20: Line 20:
  
 
== Using the pattern ==
 
== Using the pattern ==
The gameplay aspects of design [[Quick Time Events]] are rather straight forward: what sequences of actions players need perform and when the events should occur. They
+
The gameplay aspects of design [[Quick Time Events]] are rather straight forward: what sequences of actions players need perform and when the events should occur. While some games (e.g. the [[Dragon's Lair series]] and the [[WarioWare series]]) consist only of [[Quick Time Events]], others use them to handle situations that are not covered by the main gameplay actions (e.g. [[Fahrenheit]] and [[Resident Evil 4]]).
  
 
 
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
 
As a form of [[Cutscenes]], [[Quick Time Events]] can provide specific presentations of [[Game Worlds]] but - as the ''Simon'' toy shows - this is not always the case since some [[Quick Time Events]] are abstract.
 
As a form of [[Cutscenes]], [[Quick Time Events]] can provide specific presentations of [[Game Worlds]] but - as the ''Simon'' toy shows - this is not always the case since some [[Quick Time Events]] are abstract.

Revision as of 08:41, 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 WarioWare series can be said to consist of a large collection of mini games that are actually Quick Time Events. Likewise, the main interaction provided by the toy Simon[1] can be said to be Quick Time Events.

Wikipedia has an entry about Quick Time Events including several examples[2]

Using the pattern

The gameplay aspects of design Quick Time Events are rather straight forward: what sequences of actions players need perform and when the events should occur. While some games (e.g. the Dragon's Lair series and the WarioWare series) consist only of Quick Time Events, others use them to handle situations that are not covered by the main gameplay actions (e.g. Fahrenheit and Resident Evil 4).

Diegetic Aspects

As a form of Cutscenes, Quick Time Events can provide specific presentations of Game Worlds but - as the Simon toy shows - this is not always the case since some Quick Time Events are abstract.

Narrative Aspects

Quick Time Events can, like Cutscenes, be used to convey parts of Predetermined Story Structures.

Consequences

Quick Time Events are a way of introducing Rhythm-Based Actions (which may devolve into Button Bashing) into games in the form of Cutscenes or Minigames. They give players explicit Ephemeral Goals and the arrival of these can be Surprises that give Tension.

Quick Time Events can work against Spatial Engrossment since they give players instructions of what to do through Non-Diegetic Features.

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

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Spatial Engrossment

History

New pattern created in this wiki.

References

  1. The Wikipedia entry for the toy Simon.
  2. Wikipedia entry for Quick Time Events.

Acknowledgements