- Primary Subject: Quick Time Events (QTEs) in Video Games
- Key Update: An editorial opinion argues that Quick Time Events (QTEs) are often pointless filler in most genres and should be restricted exclusively to horror games to enhance fear and suspense.
- Status: Confirmed
- Last Verified: January 20, 2026
- Quick Answer: While Quick Time Events (QTEs) are often used to pad playtime in other genres, they effectively heighten fear and suspense when integrated into horror video games.
Throughout gaming's many years, different mechanics have been introduced to keep gameplay fresh and engaging. One of them is Quick Time Events, or QTE for short, and they do the job. What the mechanic does is display prompts on screen, and players must press specific buttons or perform certain actions within a time limit.
QTEs can be found in different genres, such as action games like the recent Marvel's Wolverine and interactive dramas like Detroit: Become Human. There are many more examples, but the point is that the mechanic has become an integral part of gaming, and it's hard to imagine a world where it doesn't exist.
Although it's here to stay and will likely never go away, there is a problem. I've played my fair share of games with QTEs, and after all that I've seen, I think that the mechanic shouldn't be present in numerous genres. In fact, the one place it belongs is in the horror genre, and nowhere else.
I understand that many likely disagree with this, given that there are great games where QTEs actually enhance the experience. While that may be the case, the mechanic still doesn't belong there. One reason is that they're mostly used to give players something to do even though it is entirely unnecessary.
Imagine a lengthy exposition segment where, at a certain point, you're forced to stop because of a gap that prevents you from reaching your destination. You might think you can just jump over it, but instead, the game forces you into a QTE. Something like that is actually common in many video games that use the mechanic, and the purpose is simply to pad out playtime.

There are so many instances wherein I've said something along the lines of "if this QTE weren't here, it wouldn't have made a difference," and if they were removed, it really wouldn't have. In fact, they can even halt the momentum of your enjoyment while playing, as an untimely QTE could cause you to fail, forcing you to redo a section that was fun up until that point.
So, with all that said, you may wonder why I think that the mechanic should be in horror games only. Well, one very good reason is that it can greatly enhance the fear and suspense that you're supposed to experience. When playing something scary, the obvious thing to watch out for is the monster or monsters that are trying to get you.
They are an unpredictable presence, and there is a good chance they can get you at any time. That alone is already extremely terrifying, but if you add QTEs, then things just got a whole lot worse. Much like the scary creatures hunting you, QTEs can appear out of nowhere and can take you by surprise.
So, if you combine the mechanic with the unpredictable nature of an entity in a horror game, you have something that can keep you on your toes from beginning to end. This is because the existence of QTEs forces you to pay attention to what's happening on screen, and missing one can result in dire consequences, such as seeing the game over screen.

By making it necessary for you to keep your eyes on the screen at all times, given that you might be prompted to press a button at critical moments, you will not be able to evade the inevitable scares. Knowing that you have to directly face whatever it is you're afraid of, or risk having to repeat a segment, can make a horror game way scarier than it needs to be, which is honestly a good thing.
Also, having the mechanic in the genre takes the "pointlessness" problem it often faces. Again, in many other games, there are segments where QTEs could have been removed entirely, and nothing would have changed to the overall gameplay. However, in a horror game, they make sense and can be used effectively in many different scenarios.
Some examples include pushing objects away during an escape sequence, performing the right actions in hiding sections to avoid getting caught, pressing a button when jump scares take place so the monster doesn't kill you, and much more. They can happen at any given moment, and not only would they be perfectly acceptable, but with the right implementation, they can turn an already great horror game into an even better one.
Quick Time Events is a fine enough mechanic, and it's certainly helpful in keeping engagement up, but it's at its best when in the horror genre. There's much more risk of it degrading or even ruining the experience and overall quality if it's placed in any other genre, which is why I'm always hesitant whenever I hear that it's there when the game isn't scary. So, if a horror title has QTEs, chances are it's going to be good, so consider playing those.
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