2010-2019 · 24 entries

Games become services, and audiences become viewers

The decade games stopped being products you finished buying and became services you kept coming back to.

What was happening

Follow the money through the 2010s and it leads to a telephone. Free downloads paid for by a minority of players buying items or advantages became the dominant commercial form of the decade, first on mobile and then very nearly everywhere, and it changed what a game structurally is. Not a finished product sold once, but a service that has to keep an audience returning, measured daily, updated indefinitely and designed around retention. A shooter that gave away its main mode and sold nothing but cosmetics became one of the most profitable entertainment products ever released, and a place where teenagers arranged to meet whether or not they intended to play.

Watching became as important as playing. A live-streaming service spun out of a general video site in 2011 and grew into an industry of its own, then was bought by a retailer for close to a billion dollars, which settled any remaining question about whether game video was a serious media asset. The consequences reached well beyond entertainment. Discovery moved from magazines and store shelves to whoever a viewer happened to trust on camera, an entire category of career appeared where none had existed, and competitive play finally acquired the audience it needed to support salaries, leagues and eventually filled arenas.

Hardware strategy converged. Both of the major consoles of the generation used processor architecture borrowed from personal computers, which made building for every platform far less painful and quietly ended the era of exotic console chips. One of the two launched badly, having announced restrictions on used games and always-connected checks and then reversed them under public pressure, an early demonstration that a platform's own audience could veto policy. A third company, after a commercial failure, merged its handheld and home lines into a single tablet that docked to a television. Virtual reality returned as well, this time built on cheap phone displays and sensors and backed by serious money.

The market pulled apart at both ends. At the top, one open-world crime game earned around a billion dollars within days of release, and blockbuster budgets and campaigns began to resemble those of major films, complete with the same intolerance of risk. At the bottom, the barriers simply fell away. Crowdfunding let players finance a game before it existed, paid early access let a developer sell an unfinished one honestly, and the block-building sandbox that came out of that approach became the best-selling game ever made and a standard tool in classrooms. A wordless downloadable title won awards that used to go to spectacles.

Two kinds of recognition arrived. In 2011 the Supreme Court held that games are speech fully protected by the First Amendment, ending two decades of legislative attempts to restrict their sale, and awards, museum exhibitions and serious criticism gradually followed. The other kind was far less comfortable. Reporting on the hours worked inside prestige studios made crunch a labor issue rather than a craft anecdote, and it fed organizing efforts that grew in the years afterward. Consolidation was quietly building the whole time. The decade closed with a technology company streaming games out of data centers and asking whether owning hardware was necessary at all.

Watch for these as you read

  • free-to-play design
  • live streaming
  • crowdfunded projects
  • battle royale
  • crunch reporting

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4 entries of 24 in Japan and from 2010-2019

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2010-2019 Entries in order

Nintendo puts glasses-free stereoscopic depth in a handheld

The successor to the DS put a stereoscopic display in a clamshell portable that needed no glasses. A thin launch line-up forced an unusually early price cut before software turned the system around.

Key facts and significance Hide details
Platform
Handheld systems
Region
Japan, Worldwide
Period
The 2010s

Why it matters

Two conclusions came out of the system. Glasses-free stereoscopic depth was genuinely achievable yet optional to most players, who often preferred a brighter picture and longer battery life. And a failing hardware launch could still be rescued, because price and software, not specifications, decided whether a portable found its audience.

Read the full entry 3 sources

Nintendo agrees to bring its characters to smartphones

After years of refusing to license its characters to phones, Nintendo announced a development partnership with DeNA. The last major holdout had accepted smartphones as a legitimate place for its franchises.

Key facts and significance Hide details
Platform
Mobile devices
Region
Japan, Worldwide
Period
The 2010s

Why it matters

The most committed defender of dedicated game hardware conceded that phones were unavoidable. Treating mobile releases as promotion for consoles rather than as replacements gave other traditional publishers a template for entering the largest audience in gaming without abandoning their own platforms.

Read the full entry 3 sources

Sony ships a headset that plugs into a console

PlayStation VR worked with an ordinary PlayStation 4 and a camera instead of a high-end computer. It became the best-selling headset of its generation and reached households with no interest in gaming computers.

Key facts and significance Hide details
Region
Japan, Worldwide
Period
The 2010s

Why it matters

Deliberately lowering specifications to reach an existing installed base outsold technically superior headsets. That result shaped the field's direction, pushing later hardware toward self-contained devices at consumer prices rather than premium equipment for enthusiasts with powerful computers.

Read the full entry 3 sources

The Switch collapses handheld and console into one device

Nintendo released a tablet that slides into a dock to play on a television, with detachable controllers and The Legend of Zelda: Breath of the Wild at launch. Its separate hardware lines merged into one.

Key facts and significance Hide details
Who
Nintendo
Region
Japan, Worldwide
Period
The 2010s

Why it matters

The long-standing separation between portable and living room gaming ended, and one library served both. Success on modest hardware also confirmed that a distinctive design and strong software could outperform raw specifications, an argument the company had been making with mixed results for a decade.

Read the full entry 3 sources

What the period left behind

If the 2000s built the pipes, the 2010s decided what would flow through them: continuous services, sold in pieces, watched by more people than actually played them. The decade made games unavoidable in mainstream culture and firmly protected as expression, while exposing what the working conditions behind the biggest ones really were. Both of those inheritances, the reach and the labor question, are what the current decade is still arguing over.