The Killer Instinct

And the reason we choose to do this in videogames is obvious; because - in real-world terms - it's virtually consequence-free. We know that we can engage in a 23-man killing spree in Scarface: The World is Yours, then switch off our PlayStation 2 without having to worry about an actual SWAT team crashing through our actual bedroom window and conducting a full and invasive search of our actual anal cavity.

Jump on five years to 1997 and we come to Grand Theft Auto and the birth of the sandbox genre. Thanks to the addition of a "Wanted Meter," which incrementally increased the more bad behavior you engaged in, gamers could now directly chart their actions on the one hand - pulling a passing motorist from his car, beating him into a bloody smear with a baseball bat, then stealing his car and running him over - against their consequences.