In terms of gameplay impact, the biggest change to me has absolutely been the onset of Games as a Service monetization. Look at the battle royale genre and see it littered with failed games (many of them quite good), while the majority of those remaining employ complicated Games as a Service elements -- challenges, progression systems like battle passes, cosmetics, systems that drive up playtime and increase retention. Did the genre have legs, or did the monetization? Gameplay continues to trend toward experiences that complement the Games as a Service experience -- repetition, low skill level entry points, etc.
And best yet, most gamers don't even consider or care about how much GaaS monetization has changed gameplay, game mechanics, and even genres. Because, rather like how buying a console can drive bias toward that console, playing GaaS games creates bias towards those games. They're designed for players to, to put it directly, get addicted.
I wouldn't be surprised to see this trend grow next generation, with even more established franchises leaning in.