Nick Herman and Dennis Lenart from AdHoc Studio discussed the development of the game Dispatch at GDC, focusing on its innovative gameplay mechanics. The team initially aimed to create engaging gameplay beyond traditional narrative-driven experiences, starting with light puzzle elements related to the protagonist's role. They moved away from a dispatching minigame concept and drew inspiration from the game This is the Police, leading to the creation of the Z Team, a group of ex-villains managed by players.
The team considered incorporating quick time events (QTEs) but aimed to improve their execution. They established guiding principles to enhance player experience, such as avoiding jumpscares with prompts, not imposing unfair penalties for missed prompts, and limiting QTEs to two types: a timed prompt and a directional swipe. They found that players felt good about the experience if they hit 80% or more of the prompts and allowed button mashing without penalties for premature presses. To accommodate players who dislike QTEs, they made them optional. Ultimately, the team discovered that well-designed QTEs could be enjoyable, and the overall balance of Dispatch has been positively received by players.