HG writes: "Before 2003, gaming was typically made up of pre-planned adventures and stories, which would send you in one definite direction. Sure, there would be a myriad of side-quests and unlockable easter eggs, items, etc. I am sure you get the idea. There were even quite a few which had the possibility of multiple endings, but for the most part these were triggered by single tasks being completed or lone decisions being made. Few games - if any - allowed the user to profoundly mold the outcome of a game."