This is brilliant . but wait . If his property is fenced in on 3 sides . that shows it was done to fence in what is now HIS property . Will this argument of ain ' t my fence work here ? <| sep |> I know what you mean . There are some games that have them where they aren ' t so egregious and just spruce up the game . Some of the boss fights in the Kingdom Hearts series , for instance , had a few QTEs that were well integrated to the rest of the gameplay . One thing that annoys people about them is that sometimes you ' re watching a cutscene with your guard down . You might put the controller down or step away from the screen for a moment like if your toaster pops or something , since you can still hear the conversations between the characters , after all . But then , whoops , Game Over . The later Resident Evil games had a few of those . A big gripe with them though is that , at worst , they feel like kind of a copout . It can bring you dangerously close to watching the game playing itself . Good controls are hard to design so the fact that all you have to do is press a button in order to activate an animated minicutscene like a kill shot makes it feel less like you ' re the one pulling off something amazing . Take God of War , for instance . The gameplay is pretty repetitive buttonmashing fun , for the most part , which is fine . And you get those press O now ! kill shots on the cyclopses , where you hit the button and Kratos does something awesome while you watch . But then you get a game like Dragon ' s Dogma where you might run up to a Griffin as it ' s about to take flight , clutch onto its feathers , and then cling onto it when a flaming arrow hits it while it crashes into the side of a mountain . And in that game , you ' re actually controlling the bulk of what your character does it ' s you that dashes over to the thing , jumps , clings to it , hangs on , and then has to worry about falling to your death . And you can decide whether it ' s worth risking losing your grip to take a few stabs at the thing in the meantime . It just feels more immersive and better . That ' s the best example I can think of , because I ' m sure a lot of people did that exact thing during the Griffin fight in Dragon ' s Dogma it sure left an impression on me . Did I just ride a flaming Griffin into the side of a mountain ? That ' s the difference for me . In the one instance , it feels like you ' re pressing play on a cutscene . In the other , it feels like you ' re pulling off something awesome , even if the developers probably intended for you to do something like the thing that you did .