WhatDoesThePendantDo? wrote:But I don't like to be forced into a pre-determined set of attacks (i.e. button presses) in order to deal damage. I like having the liberty of approaching fights by myself, and figuring out bosses by myself, not being told mash this, mash that, dodge this, mash this some more, boss fight over.
Well, unfortunately, such usage of QTEs (like you mentioned above) is why there is such a negative stigma attached to them. If performed right, they actually feel like part of strategic gameplay, not just a cue for an interactive cutscene. They're supposed to exist to allow players to perform complex actions that can't be implemented with the limited input options that currently exist. As I've said in a previous thread, backstabs are a barebones form of QTEs, in the sense that they require attentiveness, are contextual, and send the avatar into a scripted animation. The only thing missing is the visual cue (press "x" for backstab!). Nobody has a problem with this, because it was something that the player has much more control over. Its not relegated to a one time event in the game. Its something that the player can do anytime he likes.
Another example that I think does it somewhat well, and I'm not endorsing this game by any means, especially since its not as great a game as its predecessors, is Hitman Absolution. The developers use a QTE system that comes into play whenever the player ends up in hand to hand combat with an NPC. It allows the player to have think quickly in order to dodge and then counter attack his opponent. Animations are scripted, such as you dodging an attack and shoving your elbow into the opponents face, or moving behind the character and throwing him to the floor. The result is, for the most part, satisfying, because you don't feel like the game is taking control out of your hands. While you are controlling every detail of the animation, you are still controlling your character. There are more skilled NPCs in the game that have much faster reaction time, so it helps to increase the challenge.
The problem with most of today's QTEs is that they completely take the control out of the player's hands and turn into full-blown action cutscenes. While they are fun to look at, there is little choice, strategy, or challenge, so they tend to feel somewhat boring or bland.
What would be cool is if they added another minor QTE, which allowed players to quickly react to backstab or parry/stab attempts by pressing the necessary button to dodge or knock the weapon aside.