Kevin Kelly provides some details, but it’s a sci-fi, first person shooter and an MMO.
Bungie and Activision have made a huge investment in back-end server technology in order to get a key piece of this puzzle right: Destiny is an always-on, persistent sandbox world, filled with other players. You can ignore these other players, or join forces with them, seamlessly slipping in and out of co-op, as there is no traditional single player campaign. That story example above is how the game will play out on a massive basis.
The best way to explain what they are attempting to do is to compare the co-op experience to Journey, the recent award-winning hit from Sony and thatgamestudio. In Journey, you can seamlessly come across other players in the game, and you can choose whether or not you want to work with them, or ignore them. It’s actually beautifully done, and without a pop-up box asking if you want to join them, something you’ll encounter often in a game like World of Warcraft. That Journey model is exactly what Bungie is shooting for: a game experience that won’t contain player lobbies, loading areas, obtrusive on-screen GUI and other game mechanics that can take you out of the moment.
The game will be available for Xbox360 in 2013 and the next generation Xbox system first before hitting other platforms.