scampywiak: QTE's are bad game design. They shouldn't have included them, at least not in the boss fights. There is no strategy involved whatsoever, just a lame Simon says routine.
But.. there is strategy involved in the boss fight, and a single instance of a 'Simon Says' routine doesn't make the gameplay any less involving or strategic, because the gameplay is already strategic to begin with - inserting a QTE in the middle doesn't suddenly make all the strategy that came before it vanish into thin air.
@Coelocanth
"the player should be able to approach that fight in more than one fashion in order to overcome it"
I think it's pretty standard fare for boss fights to have a specific strategy to them, since boss' usually employ a specific set of moves and animations that are unique to them - for example, there's only really one way to defeat the Kayran anyway, which is by using Yrden (or the Kayren trap), so inserting a QTE in that particular instance doesn't really make the combat any less linear. It wouldn't make sense to just run up close and try to hack away at the Kayran since it's so large and avoiding it would be impossible, so you have to fight it from a distance - this alone cuts down on your possible strategies greatly, so a unique strategy has to be crafted so that the player can solve it. Fighting Letho, for example, can be approached in a number of different ways - you can use almost all of your signs, traps, and bombs, but in the end the strategy for defeating him remains the same - wait until his Quen is down and use any combination of the above - all boss' have a certain pattern and more strategies will fail than will work - again, that's the puzzle element - watch, remember, and solve.
@vindik8or
"The inability of the creators to allow varied and exciting versions of a limited set of actions demonstrates their own lack of skill at the task, not some failure of the medium. "
It's not a failure of the medium, it's a limitation of the tools available. Both the Kayran and Dragon QTE would require some kind of addition to the combat coding and framework that would allow us to perform those unique actions - perhaps it could be accomplished, but that of course depends on the flexibility of the engine.
"You are simply following an onscreen prompt to activate a predetermined, prerendered result with no input as to the outcome. "
To be fair, that's all really playing a video game is, except you usually don't see the on-screen prompt (at least, in a well-designed game you don't) - press Space and I roll, press E and I block, press Q and I cast a sign - QTE's are the same thing, except with more limited rang of motion and control, but that loss of controls is a compromise of involving the player in a cinematic scene that is otherwise not capable of being rendered/played using the default gameplay mechanics. Or, the mechanics are technically possible, but would take too long to implement or code in due to time constraints, which are, unfortunately, a part of game development.
And to be fair does your example of a possible QTE not boil down to elmost exactly the same thing as a normal QTE - pressing a button at the right moment? I do like your idea of having a little more strategy involved by reaching a certain point while avoiding other dangers and THEN timing your button press over just getting the dragon down to a certain amount of health and starting the QTE automatically - it is an improvement, yes, but it's still ultimately no different form any other QTE - press a button at the right time.
"Not sit around watching endless cutscenes, and definitely not watching endless cutscenes for little flashing icons to pop up. "
Are there really that many QTE's in TW2 outside of the two boss fights already mentioned and the fist fighting, though? I never thought "HOLY SHIT ENOUGH WITH THE QTE'S" because quite frankly I can't even remember that many.