Tomb Raider and the Quick Event of Time
Quick time events are generally shunned in the gaming population. And even people open to different concepts hate them. I want to argue for quick time events on the example of "Tomb Raider" (2013).
Quick time events have the unique position emulating an action without a special controller required. The greatest example is probably Heavy Rain. Every movement translates to joystick movement or other controller input. And the input makes sense. If you need to brush your teeth you push the stick up and down in unison with animation. Every QTE in Heavy Rain uses movement which maps almost isomorphic to the real event happening on the screen. And because of this isomorphism our brain can see the event as a tool [1] and not just a weird input method. And if our brain sees this action as a tool we are more likely to immerse our self in the world. ...more