Video Games of the 2010s, Part 4 Codexery

Frequently Asked Questions

The most-asked questions about video games of the 2010s, part 4.

What time period and scope does Part 4 of the encyclopedia cover?

Part 4 spans the 2017–2019 release window, picking up where Part 3 left off and tracking the industry through the late console generation. It covers major releases across PlayStation 4, Xbox One, Nintendo Switch, and PC, with a lighter touch on mobile and VR titles of that stretch.

Which single title is most frequently cited by readers as the defining game of this section?

The Legend of Zelda: Breath of the Wild (2017) is the most-mentioned entry, credited with redefining open-world design by replacing quest markers with a fully reactive landscape. It dominated year-end lists and sparked a wave of 'open' design philosophy across the industry for the rest of the decade.

Who are the key creative figures highlighted throughout Part 4?

The volume spotlights Hidetaka Miyazaki (FromSoftware) for Sekiro and the Elden Ring groundwork, Sam Lake (Remedy) for Control, and the collaborative teams at CD Projekt Red and Insomniac Games. Nintendo's Shigeru Miyamoto and FromSoftware's studio culture receive recurring profile boxes.

What is the recommended reading order for a newcomer starting with Part 4?

Begin with the 'State of the Industry 2017' overview chapter to get context on the mid-generation lull, then move into the Breath of the Wild and God of War (2018) deep-dives. From there, the Red Dead Redemption 2 and Sekiro entries give the strongest sense of the era's peak ambition.

What major platform shift does Part 4 document?

The Nintendo Switch's rapid adoption is the central hardware narrative, as the hybrid form factor pulled millions of players into the late-generation space. The volume also tracks the slow fade of PS4/Xbox One exclusivity as cross-play and timed-window policies began reshaping platform loyalty.

Which notable controversy or debate is given the most space in this part?

The 2018–2019 discourse over loot boxes, microtransactions, and the 'ethics of engagement design' occupies a full sidebar chapter, anchored by the Fallout 76 launch disaster and the EU regulatory push. It also touches on the #MeToo reckoning within several major studios during that window.

How does Part 4 treat indie and smaller-scale titles?

A dedicated 'Under the Radar' section profiles games like Celeste, Hollow Knight, and Untitled Goose Game, arguing they shaped player expectations for tight, accessible design. The encyclopedia positions them as counterweights to the AAA spectacle dominating the same years.

What is the single most-discussed 'notable moment' in the 2017–2019 window?

The 2018 E3 and Gamescom period, when God of War's Norse reboot and Red Dead Redemption 2's trailer both landed within weeks, is framed as the era's high-water mark for cinematic presentation. Readers frequently reference the collective 'drop-the-mic' reaction as a cultural touchstone.

Which genres saw the most structural change during these three years?

Souls-like and action-RPG hybrids exploded from a niche community into mainstream expectations, driven by Dark Souls III, Sekiro, and the broader FromSoftware influence. Meanwhile, live-service and battle-pass models began their ascendancy, a shift Part 4 flags as the beginning of the post-2020 dominant model.

How does Part 4 connect to the rest of the encyclopedia series?

It serves as the bridge between the mid-generation experiments of Parts 2–3 and the next-generation transition that Part 5 (2020 onward) covers. Several entries include 'Forward Links' noting how 2017–2019 design choices directly seeded the PS5/Xbox Series X launch titles.

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