Brian Heins has penned the first developer diary to lay out the team's vision for Tyranny. From the get-go, the game was designed to utilize technology created for Pillars of Eternity that makes the player feel an integral part of the story.
Unlike most other RPGs, Tyranny will see players start out 'feeling important' and to be able to influence and change the world. Confirmation of your role in evil's win is integral to the player's story. As a result, every quest and piece of content has been designed to reinforce this idea. "Your choices shape nations, and the quests had to reflect that." Heins wrote.
Rather than the slathering demonic sort, evil in Tyranny will be more nuanced without typically black and white answers. Players will be able to choose how far they want their vision of 'evil' to play out throughout the decisions made in the game.
Read the full developer diary on the Tyranny site.