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Dylan Burns is actually an advanced AI unit that is constantly on the ‘grumpy’ setting. We
once tried to turn the dial down a notch and got told to “Go play one of your shitty games and
come back with ten dot points detailing why they are shit.”
ast issue I raised three questions about so called next-gen gaming. They were: What was last-gen gaming? What is now-gen gaming? What will be next-gen gaming? I’m going to try and offer my answers to these, and you’re more than welcome to disagree with me. Here goes:

Last-gen
This blanket term is, for me, not necessarily tied to any particular moment (or moments) in time. I’m constantly seeing last-gen design applications in current releases, so I guess that it’s more a list of gaming elements than a halcyon ramble about some golden era of gaming.
   I’m talking about intrusive and clunky design elements such as shoddy AI, an absence of adequate NPC path finding, limited plot, pathetic dialogue, shallow characters, archaic saving systems, the absence of emergent gameplay options and – perhaps the biggest of them all – annoying and/or game-breaking bugs.
I’ve left my answer fairly general here, and that’s deliberate. This allows you to think about which games, for you, have some or all of these features – and then decide if you would class them as last-gen games. In some ways last-gen represents the birth and childhood of games themselves, which are only now starting to move through the trials and tribulations of adolescence and, for some, into early adulthood.

Now-gen
Yanking its slightly evolved arse out of the last-gen primordial sea is now-gen gaming, but the line is a lot tougher to draw. This is because it’s my belief that gaming in general still carries the baggage of all those things I listed above as last-gen drawbacks. So, now forced to draw that line, I’ll go ahead and chalk a circle around the current consoles, as well as the PS2, Xbox and PC, and call that now-gen gaming.
   You’ll notice that I didn’t name any gaming platforms in my last-gen section, and that’s because I believe that the age of dedicated consoles
is what epitomises now-gen gaming. Where once gaming was almost an afterthought, utilising the computer grunt developed for non-gaming purposes, there now exists a burgeoning industry that has as its entire focus the development of bigger, better and faster gaming platforms.
   Now-gen gaming is about the focused act of games as entertainment, with an industry pushing forward to create stories, experiences and interactive opportunities that simply weren’t viable with last-gen technologies and, dare I say, audiences. To game in the now is also to be a critic, to judge a game on every past instance of poor design and failed presentation. It’s an age of self-awareness, fuelled ever so vigorously by the gaming press, who in their struggle to find an identity – are they journalists, writers, or just grumpy pricks? – also forget that they themselves are part of the cycle, embroiled in the act of gaming in the now, just like the readers they serve by writing reviews
and pointing out the dire aspects of game development.
   Now-gen games, in my opinion, are the games we’re playing today, by virtue of them being about gaming as a business.

Next-gen
Rather than repeat last month’s rant, I’ll just say that I don’t like this term. Anything that I label ‘next-gen’ is only done so because of my inability to think of a word or phrase that more aptly describes its almost anachronistic presence in a sea of now-gen games.
   Next-gen gaming, if we must use the term, is complete artistic expression via the medium of games. The game can have bugs, it can have a shitty save system. Heck, it can even have god-awful graphics. But if these negatives are overshadowed by a game that, in its entirety, is an astounding and affective piece of art, then to me that’s a next-gen game. It will be a game that draws together the many threads of design with a pure focus on the player’s experience.
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