That's just what QTE's are though. The game telling you exacly what to do and when to do it. Press A to make action01 occur, then press X to make action02 occur, then Y for action03, etc... That's as outlined an objective as it gets. And of course if you don't input the controller commands exactly as the game tells you and when it tells you, the scene just fails and you have to start over. There is no room for error or player prerogative to try a different approach.
Games should be more dynamic and interactive, where the player uses their intuitive understanding of the control scheme and the character's action mechanics (what ever it is for the setting) to implement their own action responses to the situation. So essentially they're playing with a dirct connection to their character and carrying out the action as they see fit, not how the game designers demanded. This is what allows for free form styIe of gameplay that allows multiple approaches to the same goal.
Even if an on screen prompt comes up to suggest a course of action, the player should be free to try their own method, like an idea they have for a combat combo that can be just as effective to overcoming the obstacle, and where the player used their own instincts instead of simply following instruction.
AdobeArtist
Sorry, I didn't get to this earlier (had to shedule a job interview)
Good points, but the problem is is that they are pretty subjective:P and I think depends on the gamers and what the developers (director) whats you to see.
When saying games should be more dynamic and interactive thats actually where QTEs fit in for me, but its not the button pressing that I'm looking at. Look at Kingdom Hearts, Heavy Rain, GOW III, Naruto Shippuden UNS, all are good examples of QTE, emotion, and immersion. I can't explain the feeling, but when QTEs come on screen it sets a certain tension that can't be felt with full complete control. Quickness, reaction, tension, mood, its just something that gets players hearts rushing in those certain moments, let alone its flashly or provides a break in complete control of gameplay. I feel as if I do have that direct (pseudo) connection and I have no problem with a game "telling" me what to do, it is a game afterall or what the director wants me to see at that time and moment.
Also, some of those scenes cant be replicated with complete control. Look at Devil May Cry for example. The game has tons of stylish combat, but I can pretty much say that a player cannot do those things with complete control or even a "bullet time" type technique in some of those scenes. It would slow down the pace and make the game "boring", "dull" and "unimaginative". Camera control is also an issue which would make the scene not come alive as if the player had full control
So in conclusion, I look at it beyond the link between the controller and the player. Beyond just pressing buttons and inputting a command because essentially, that what your doing in almost every game. Ultimately, there is a feeling that can't be felt with ingame type commands
At least, that is what I feel, literally.:P Especially in some of the challenges that Ethan Mars went through, hence why its my GOTY.
[spoiler] Take the first challenge where you have to drive the opposite way on a highway. I honestly don't think the scene would have been half as good if the player was allowed to maunally drive down a highway with a racing game type view [/spoiler]
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