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March 30, 2009


jeffrey carver

'if you applied usability rules to game design you'd end up with a big red button that says push here'

Actually, this describes quite accurately a recently popular mechanic in some games called 'quick time events.' In an effort to have a more cinematic delivery, the game plays a cutscene where the player is, for example, required to press X when 'PRESS X' flashes on screen. It is supposed to play like an interactive movie, but instead gamers are reminded of how one dimensional and insignificant their actions are.

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