How Tyranny and Pillars of Eternity Get Player Choice Right

While I do admit I find the mention of Pillars of Eternity in the video title strange, as the game didn't really focus on choices and consequences, this interview from PC Gamer with Josh Sawyer and Brian Heins makes a lot more sense when one considers both were present at Paradox Interactive's PAX West panel on choices and consequences in RPGs.

In the interview, Sawyer and Heins touch briefly on their philosophy concerning the subject, why choices that aren't purely good and evil are more interesting, and the resurgence of isometric RPGs: