I’ve had enough of Quick Time Events (QTEs) — those cut scene caricatures whose on-screen button cues limit my control and demand that I press A as I approach a chasm, or B as a boulder rolls toward me.
“Hold on,” the candy-colored cues decree, “I’ve got this — just give me a nudge.”
If I obey the cue, I leap, and I dodge. If I disobey the cue, I fall, and I’m crushed. So I obey; I leap, and I dodge. Did I have control? No, I merely had influence. That’s because the Quick Time Event is an anti-player design device; it interrupts, it distracts, and it controls.