Dicking Around: Sandboxing Before It Was Cool

We felt hints of the potential power of open-world games long before Oblivion took the stage, and I don’t think it’s too hipster of me to suggest that I was sandboxing before it was cool. Friends would come over with their computers and, driven by our own boredom (as well as Snoken’s cinematic masterpiece, ‘Mine’), we’d manipulate gameplay systems to make our own fun.

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Dusty Discs: 'Spyro: Year of the Dragon' - Level Selection Magic

Spyro: Year of the Dragon came out in 2000, when virtual worlds simply couldn’t be made large enough to fit an entire game’s worth of content in. Technology dictated that we split the world into different sections, or 'levels', which would be loaded and unloaded when necessary, normally through the use of a menu. A few years before Year of the Dragon was released, developers had begun to realize that simple menu-based level select screens were getting stale.

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