Quick time events, more commonly known as QTEs, are frowned upon by most 'core gamers' today as the very embodiment of all that is wrong with gaming- an eschewing of actual depth or substance, with an emphasis on flashy, cinematic presentation, and the wresting of all control away from the gamer, with only an illusion remaining.
QTEs are often seen as poor stand ins for actual, meaningful, mechanically sound game design, a sort of cop out for game designers from actually having to give any thought to how they are designing their games. And very often, that is what they are- look at Ryse: Son of Rome, for instance.
But are QTEs always bad? Sometimes, they can be used effectively, and add to the tension of a videogame, assuming they are being used to complement game design, instead of replacing it. For instance, let's consider games like Resident Evil 4, or the original God of War- both games used QTEs sparingly, at unexpected moments, to add interactivity to sections that would otherwise have lacked it altogether, and complemented the atmosphere incredibly, heightening the sense of urgency for both the titles.
Do you think that QTEs have a place in modern game design, if they are used properly? And do you have any other examples of good usage of QTEs in video games? What about bad ones?