This really wasn't a revolution in gaming. Heavy Rain, Fahrenheit, Alpha Protocol, Dishonored, Dragon Age, Mass Effect... The list of games that have done the same thing is pretty long. And some of those games had your choices carry much more impact as well. Ultimately in The Walking Dead it all leads to the exact same ending regardless of your choices.
But what I think TTG did really well was have your choices meaningfully alter the way the story was told. It got to the same point, but the relationships and some events along the way altered based on your choices to make it feel like *your* story.
So I think it is encouraging to see more effort go into that. I would have preferred though that TTG had put more thought into having more variety in e ending than they did. Not a trite "pick one of four" kind of thing, but genuinely have a very different finish as a result of all the different decisions you made along the way. Having different characters in your group should have had more variation. Knowing that Kenny dies at the same point in the story regardless kind of lessens the impact of his death because it becomes unavoidable.
Knowing that he survives in some playthroughs makes his death in your game carry more weight, I feel. If TTG had done something like that, really made all those big decisions have real weight on the story and its outcome for Lee and Clem - then they could call it revolutionary.
As it is, it's just another game with the illusion of choice and consequence just executed really well.