A post by Roby Atadero (PE Programmer) on Multi-Threading in relation to PE
The majority of AAA games use threading in some way shape or form. It doesn't necessarily need to be used for the core systems (AI, pathfinding, detection) but, you can always use threads to start a load of something (like data for a new level for example) and then let the main thread continue running the primary portion of the game. Most games also have one thread handling the rendering side of the game while the main thread handles all the computation for everything else.
If done in the right places and the right way, threads can be be pretty helpful without adding much programming time or effort. Yes, threads can cause bugs and locks, but, the way we typically use them they aren't that much of a problem given the benefits.
Because of the scope of Eternity, this game won't require threads as much as other games. But just as a tidbit of info, one thing in Eternity that uses another thread is the fog of war processing (determining if a given spot is revealed [clear], explored [transparent black], or unexplored [black]). All that can be done while updating everything else in the game and keep it running smooth. Doesn't require much thread management either since that system works on its own for the most part from the rest of the game logic.
Josh was on GiantBomb chat earlier:
http://www.giantbomb.com/chat/
They didn't really let him speak much, they love the sound of their own voices and were too busy talking about Lord of the Rings Shadow of Mordor. He did get to talk about the press reception to PE, he said that there were two distinct groups, one who loved it - who were Baldur's Gate fans and/or backers themselves and the other was like "hey this is quaint, so why am I looking at a game like this in 2014?" (You can just see those metacritic reviews, right)
The other bit was about Alpha Protocol's dialogue stuff and Fallout: New Vegas on consoles in relation to which retailer customers bought from.