Prince of Persia Codexery

Quick Time Event

A method of context-sensitive gameplay where the player performs actions shortly after an on-screen prompt.

Quick Time Event

A quick time event (QTE) is a method of 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 a game character during cut scenes or cinematic sequences. Performing the wrong prompt, mistiming the action, or not performing any action at all often results in the character's failure, a death/failure animation, and often an immediate game over or loss of a life, though some games provide a lesser penalty. QTEs can also be used simply to increase immersion without any penalty for failing them.

First Appearance
Prince of Persia: The Sands of Time (2003)
Developer
Ubisoft Montreal
Primary Function
Combat Counters and Cinematic Transitions
Associated Trilogy
The Sands of Time Trilogy
Input Method
Context-Sensitive Button Prompts
Status
Legacy Mechanic in Modern Titles

Lore & Background

The term 'quick time event' is attributed to Yu Suzuki, director of Shenmue, which used the QTE feature (then called 'quick timer events') to a great degree. QTEs allow game designers 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.

In Their Own Story

The sand swirls around his boots as the Vizier's guards close in. A prompt flashes on the screen: a symbol demanding an immediate strike. The Prince does not hesitate; he twists his wrist, parrying the blade with a metallic ring that echoes through the palace hall. Time slows briefly for the finish.

Reader's Guide

QTEs generally involve the player following onscreen prompts to press buttons or manipulate joysticks within a limited amount of time. Games on motion-controlled systems may implement QTEs with appropriate gestures. Prompts are often displayed as a graphical image of the physical controller button. Actions may include pressing a button in time, pressing buttons in a certain order, repeatedly pressing a button a certain number of times, or hitting the button with precise timing.

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