The latest dev diary from the Kingdoms of Amalur: Reckoning team (which you can see below) details a bit about how the class system works. We’ve heard a bunch about this before, it’s their “destiny” system that tries to let players make decisions about their character creation as you progress, rather than being defined by your character choice at the start, and then only slot in a few attributes. It basically turns the tradition on its head, allowing you to unlock new destinies (read: classes) depending on how you spend points on the various skill trees. There’s also some fancy in-game footage of what is shaping up to be an interesting-looking, if very trad looking, RPG.
I quite like how appropriate the fiction of this is to a videogame, which is that you are “the only being without a fate in a deterministic universe.” That makes some kind of sense.