Chris Avellone: "Ive been doing narrative fixes for the game now that its nearing the end of production along with reviewing other written support materials (the manual, for example, since Ive written quite a few in the past). Feargus requested my assistance for two reasons one, the narrative team did not have the time and two, because of my familiarity with the title. It has taken time still, because this work involves bug-fixing and improving the core content of the game (as opposed to an Arcanum LP, which would not improve Eternitys quality), its worthwhile, and its rare that we have an opportunity like this. Also, it has allowed us to look for things to add to the standards document for future projects (including further Eternity projects). I have still a good chunk more to do. I wouldnt describe my role as minimal, but its been different than other RPGs at the studio. It usually is, from project to project.
I also did multiple critiques of the lore and the storyline(s) (including suggesting one framework for the story, along with other designers), but the storyline does not have many of my suggestions or contributions, it is largely the Creative Leads voice and direction guiding it, as it should be.
I had no involvement with the systems of the game beyond pushing that we create classes unique/native to the physics of the world (the Cipher), since a number of the classes that had been created up to that point were largely archetypes that could be found in other fantasy games. I felt strongly that if we could make a tie between the systems and lore, the game would be stronger for it.
Thats it. Still plenty to do. More to come when I have a breather.

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