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Post by Steve Farrelly @ 04:32pm 16/04/13 | 0 Comments
AusGamers recently had a chance to catch up with two of the main cats from Bungie working on their ambitious Destiny title -- a game that literally spans 10 real-world years across three planned releases and DLC: Joseph Staten, writer and design director; and Christopher Barrett, the game's incredible art-director.

There's still not a lot known about how this will work (despite another early look we had at the game at an official reveal event out at their HQ in Seattle), but we did manage to get a nugget of info regarding the persistency of your chosen avatar, and how this character will grow not only in the game's campaign mode, but in the planned multiplayer as well.

“The story that evolves out of a competitive multiplayer match is different to the kind of story that we want to tell in a more campaign mode,” reveals Destiny writer and design director, Joseph Staten. “But the critical thing that’s new for us -- at least, and really new for shooters, I believe, and someone correct me if it’s not -- is that your character really will go; it will journey through all of these different modes. So the legend that you’re building, you’ll have stuff that you got out of the campaign, you’ll have stuff that you earnt from competitive multiplayer, and it will all be part of this common character that’s you in the world.”

Tantalising stuff. We also cover what the team has learnt since Halo, building alien worlds that remain relevant and relatable, their approach to backstory and lore, and much, much more.

Click here for the full interview feature.



destinyhalobungieinterviewausgamers interview
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