Mass effect has an example of a QTE-like system, the interrupt, done right. Particuarly that moment on a renegade runin ME3 where you have the option to shoot and betray your friend or not. A shining moment (of two) in an otherwise quite poor story and game (it wasn't just the ending that sucked, fight me). That trigger/renegade symbol appearing is almost QTE-like, but it's more 'press x to make a big impact on the story, betray a friend or finish the mission' rather than 'press x to nod along like you'd be doing anyway'
So I'm not opposed to it in theory, some of my fave moments are from that series and are QTE-like.
But I completely get what you mean, there's too many of them, they are too inconsequential, and they are generally lazy.
Witcher 3 had some good timed decisions too. Those are a bit less "immersive" since they're just a menu with a timer, but it's essentially the same thing anyways.
Mass effect has an example of a QTE-like system, the interrupt, done right. Particuarly that moment on a renegade runin ME3 where you have the option to shoot and betray your friend or not. A shining moment (of two) in an otherwise quite poor story and game (it wasn't just the ending that sucked, fight me). That trigger/renegade symbol appearing is almost QTE-like, but it's more 'press x to make a big impact on the story, betray a friend or finish the mission' rather than 'press x to nod along like you'd be doing anyway'
So I'm not opposed to it in theory, some of my fave moments are from that series and are QTE-like.
But I completely get what you mean, there's too many of them, they are too inconsequential, and they are generally lazy.
Witcher 3 had some good timed decisions too. Those are a bit less "immersive" since they're just a menu with a timer, but it's essentially the same thing anyways.