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{{Wikipedia}} {{ElementInfobox | type = Terminology }} A '''quick-time event''' ('''QTE''') is a method of [[Context-sensitive user interface|context-sensitive]] [[gameplay]] in which the player performs actions on the control device shortly after the appearance of an on-screen instruction/prompt. It allows for limited control of the game character during [[cut scene]]s or cinematic sequences in the game. Performing the prompted action improperly or not at all results in the character's failure at their task and often in an immediate [[game over]]. The term "quick-time event" is attributed to [[Yu Suzuki]], director of the game ''[[Shenmue]]'' which used the QTE feature (then called "quick timer events") to a great degree. They allow for the game designer to create sequences of actions that cannot be expressed through the game's standard control scheme, or to constrain the player into taking only one specific action at a critical moment. ==History== Gameplay sequences with minimal actual gameplay are not a recent invention.<ref name="Rodgers-2010"/> The quick-time event mechanic has origins in [[Nintendo]]'s 1974 [[arcade game]] ''[[Wild Gunman]]''. It was a [[full motion video]] [[electro-mechanical game]] that used film projection to display live-action footage of cowboys. Alternate film footage was played depending on the player's quick-draw reaction. It paved the way for later QTE laserdisc video games.<ref>[https://www.academia.edu/12148820/Once_Upon_a_Time_on_the_Screen_Wild_West_in_Computer_and_Video_Games Once Upon a Time on the Screen: Wild West in Computer and Video Games], [[Academia.edu]]</ref> In the 1970s, ''The Driver'', an [[Action game|action]]-[[Racing video game|racing arcade game]] released by Kasco (Kansai Seiki Seisakusho Co.), consisted of pre-filmed situations (recorded on [[16 mm film]]) that required the player to match their [[Racing wheel|steering wheel]], gas pedal and brakes with the movements shown on screen, much like those seen in laserdisc video games that appeared the following decade.<ref>{{MOTG|10569|The Driver}}</ref> In the 1980s, ''[[Dragon's Lair]]'' ([[Cinematronics]], 1983), ''[[Cliff Hanger]]'' (Stern, 1983) and ''[[Road Blaster]]'' ([[Data East]], 1985) were [[interactive movie]] [[laserdisc video game]]s that showed video clips stored on a laserdisc.<ref name="Rodgers-2010">{{Cite book |title = Level Up!: The Guide to Great Video Game Design | first = Scott | last = Rodgers | publisher = [[John Wiley and Sons]] | year = 2010 | isbn = 978-0-470-68867-0 | pages = 183–184 }}</ref> This gave them graphics on par with an [[animated cartoon]] at a time when video games were composed of simple, pixelated characters, but left little room for more advanced gameplay elements. Gameplay consisted of watching an animated video and pressing the correct button every few seconds to avoid seeing a (circumstance-specific) loss scene and losing a life.<ref>{{Cite web |url=http://www.1up.com/do/previewPage?cId=3150543 |title=Previews: Heavenly Sword |accessdate=2007-12-19 |first = James | last = Mielke |date=2006-05-09 |publisher=[[1UP.com]] |quote=Some points in key battles (usually with bosses) integrate QTE (quick-time events), which fans of Shenmue and Indigo Prophecy might like, but which we've been doing since Dragon's Lair and Space Ace. Time to move on, gents.}}</ref> Compared to modern titles, games like ''Dragon's Lair'' would require the player to memorize the proper sequence and timing of their input, effectively making the entire game one continuous QTE.<ref name="escapist year of dragons lair">{{Cite web | url = http://www.escapistmagazine.com/articles/view/issues/issue_257/7653-Year-of-the-Dragons-Lair | title = Year of the Dragon's Lair | first = Brendan | last = Main | date = 2010-06-08 | accessdate = 2011-03-06 | publisher = [[Escapist (magazine)|Escapist]] }}</ref> Such uses were also seen as giving the player only the illusion of control, as outside of responding to QTE, there were no other commands the player could enter; effectively, these games were considered the equivalent of watching a movie and responding every few minutes to allow it to continue.<ref name="escapist year of dragons lair" /> An improvement to the QTE mechanic was flashing the buttons that need to be pressed on the screen, which appeared in the laserdisc games ''[[Super Don Quix-ote]]'' ([[Universal Entertainment Corporation|Universal]], 1984),<ref>{{MOTG|9890|Super Don Quix-ote}}</ref> ''[[Ninja Hayate]]'' ([[Taito Corporation|Taito]], 1984), ''[[Time Gal]]'' (Taito, 1985) and ''[[Road Blaster]]''. ''[[Die Hard Arcade]]'' ([[SEGA]], 1996), ''[[Sword of the Berserk: Guts' Rage]]'' and most notably ''[[Shenmue]]'' (SEGA, 1999) for the [[Dreamcast]] introduced QTEs in the modern form of [[cut scene]] interludes in an otherwise more interactive game. ''Shenmue''{{'}}s director [[Yu Suzuki]] is credited with coining the phrase "Quick-Time Event", which were included in the game as to provide "a fusion of gameplay and movie" and create cinematic experience to the player.<ref>{{Cite web | url = http://www.gamasutra.com/view/news/213553/Yu_Suzuki_recounts_the_making_of_Shenmue.php | title = Yu Suzuki recounts the making of Shenmue | publisher = [[Gamasutra]] | date = 2014-03-19 | accessdate = 2014-03-22 | first = Kris | last = Graft }}</ref> The game's manual called them "quick timer events", but the phrase became popularized as "quick-time events" since its release.<ref>{{Cite web|url=http://www.gamespot.com/reviews/shenmue-review/1900-2540599/ |title=Shenmue Review |first=Frank |last=Provo |date=2000-01-11 |accessdate=2014-12-05 |publisher=[[GameSpot]] |deadurl=yes |archiveurl=https://web.archive.org/web/20141208054145/http://www.gamespot.com/reviews/shenmue-review/1900-2540599/ |archivedate=December 8, 2014 }}</ref><Ref>{{Cite web | url = http://kotaku.com/5958716/what-do-you-know-all-this-time-and-weve-got-qte-wrong | title = What Do You Know, All This Time And We've Got 'QTE' Wrong | first = Kirk | last = Hamilton | date = 2012-11-07 | accessdate = 2014-12-05 | publisher = [[Kotaku]] }}</ref> Since this period, several other games on modern console and game systems have included QTEs or similar mechanics. Other early uses of QTEs include the [[role-playing video game]] ''[[Final Fantasy VII]]'' ([[Square (company)|Squaresoft]], 1997), where, during [[Tifa Lockheart]]'s [[Limit Break]], she can do extra damage if the player presses the circle button at the right time;<ref>{{Cite web|title=Time And Eternity’s Battle System Has Quick-Time Event Finishing Moves|url=http://www.siliconera.com/2012/07/18/time-and-eternitys-battle-system-has-quick-time-event-finishing-moves/|publisher=Siliconera|accessdate=31 July 2012|author=Spencer|date=July 18, 2012}}</ref> and the [[action game]] ''[[Sword of the Berserk: Guts' Rage]]'' ([[Yuke's]], 1999), where different [[Nonlinear gameplay|non-linear]] paths were revealed depending on whether the player succeeds or fails in pressing the displayed button quickly enough during a QTE, allowing different ways to complete the game.<ref>{{Cite web|title=Sword of the Berserk: Guts' Rage|author=Patrick Klepek|date=4/10/2000|publisher=Gaming Age|url=http://www.gaming-age.com/cgi-bin/reviews/review.pl?sys=dreamcast&game=sotb|accessdate=2011-03-27}}</ref> ==References== {{Reflist|30em}}
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