‘Fate’ director talks about how he designed ‘FATE’ and how he thinks game design is going in the right direction

“There’s no question that video games have always been an art form,” says director Brad Wardell, whose new game, “Fate,” was recently released for iOS and Android devices.

“But when it comes to game design it’s different.

I don’t think you’re going to see a lot of people saying ‘We’re going for a fantasy-based story.’

That’s a very different medium to storytelling, it’s a much more abstract art form.”

“There are all these rules of how to design a story,” Wardell continues.

“You can’t tell a story with the rules of storytelling.”

“Fates” is a game of two players, who are a vampire hunter and a mage.

The player’s main goal is to find a way to save the world from an evil, but there are a lot more players to choose from.

“You want to tell the story of how the vampire hunter got here,” Wardle says.

“And then you want to have a story about how you got here, so that you can build the story around your character.”

“Fate” was developed from a story Wardell pitched to publisher Wizards of the Coast in 2013.

“It was a very interesting experience, because you had this character, who was very much a human being, but it was a story that was a little bit more than human,” Wardll says.

“We talked about the possibility of a fantasy, and we thought, Well, let’s create a game that’s a little more grounded, a little less realistic,” Wardles said.

“Because there’s this other, darker element to the world that we wanted to explore, a darker, darker side of human nature.

That was the foundation of the game.”

The game’s gameplay, which takes place in a futuristic world, takes place within a story.

“I want to make a world that’s completely immersive,” Wardley said.

The first level of the story is a fantasy version of the present day, and players are given the choice of where they want to go.

The world is open to exploration, and “Fats” begins with the player playing as a vampire, but the player has a choice of a mage, a warrior, a wizard, or a rogue.

The main purpose of “Fatal Attraction,” as Wardell describes it, is to try to find your way to safety.

“The world of Fate is filled with dangers and secrets, and that’s something that’s not necessarily present in most fantasy games, but that’s what we wanted, that’s the core of the idea of Fate,” Warden said.

Players can also choose to be a human, or have a vampire’s ability to manipulate their surroundings.

The human player will be more likely to take on the role of an assassin, while the vampire will take on that of a spy.

“We’ve seen that when you play a game with a rogue, you can end up having to work with people you don’t like, you end up with bad relationships,” Wardel says.

The game has been criticized for its lack of variety, but Wardell says he doesn’t think that’s true.

“The challenge is that the player can only go so far,” Wardill says.

The game is not just about finding your way out of a bad situation, but also about trying to find the meaning behind all the evil around you.

“I think that what I’m really interested in is, what are the hidden meanings, and what are these dark places that you’ve just opened up to, and how do they relate to the game?

So that’s really the focus of the gameplay,” Wardella says.

Players will have to deal with various enemies, and they’ll be able to choose between different skills, including ranged attacks.

The goal of “fate,” Wardrell says, is “to create a world where there’s a great deal of choice, and you’re not locked into a linear storyline.”

“I’m not saying that’s going to be an easy task, but I’m hoping that people can find some enjoyment in it,” Wardells says.