Destiny’s City is a bit like Camelot, says Bungie

Jason Jones, Bungie‘s Co-Founder and Creative Director, shed some light on Destiny in a three-page-long interview on GameInformer. An interesting tidbit is that the concept of the City was born out of that of King Arthur’s Camelot:

Our very first metaphor was a candle in darkness, or Camelot in the middle of the untamed frontier. There was a place you could go that you could be safe, put your feet back, and look out over a sunset. I’m being totally metaphorical here. Interact with other players. You can trade stuff. I knew on all sides you were surrounded by the wicked frontier, the adventure, the mystery. We built a bunch of different stories like that, but we were trying to create something big that we can build in.

He then talked briefly about the players’ main quest, saying that they need to push back the encroaching darkness and wake up the mysterious Traveler - an all-powerful entity who originally bestowed many gifts upon humanity, but is now silent.

The guardians’ grail quest is to drive back the Darkness and wake the Traveler. And then in fact, it just got worse than that because this ancient enemy of the Traveler – the Darkness – is returning, and so there’s even more urgency. And another battle is going to be fought, and the Traveler is crippled and silent. Without it, we’ll be defenseless.

Are you excited by Destiny’s story premise, or do you just want to shoot things and/or your friends? You’ll have to wait a bit either way, since Destiny is scheduled to release on 9th September 2014 for PS3, PS4, Xbox One and Xbox 360.