But he couldn't. The issue here is that you're arguing from an in character perspective, when that's not relevant to the larger question of how a cRPG compares to a pen and paper campaign.
It's true that your character is not aware of what he is or isn't allowed to do. It's not true that as a player, that I am not limited by those constraints in terms of the character concept I put forth. In other words: it's confusing the ability to play a character in the game world with the ability to play a character you *want* in the game world, hence why this is another area where pen and paper rules supreme. Being restricted to 2 dialogue options which we choose at Bioware's behest is a pretty big deal in terms of role-playing.
By your reasoning then, your tabletop character is only allowed to say one thing - the thing he actually says.
You're making a mistake in comparing a CRPG to a tabletop campaign, because you only ever get to play a tabletop campaign once. An apples to apples comparison would be to compare a tabletop campaign to a single blind playthrough of a CRPG. But from a single playthrough, you have even less of a view of the limitations of the medium. Like a tabletop campaign, or a real world conversation, you only get one shot at it. You have no idea what effect other lines might have had, because you didn't use them.
What you're doing is using a great strength of the CRPG - replayability - against it.
You can't replay a tabletop campaign, even if you wanted to, because the other players and the game master can't be trusted to behave the same way. But you're using your knowledge of what can or can't happen in other playthroughs as you judge the freedom available in this one.
This is the same general issue as above. No matter what concept you have in mind, you are required to say 1 of 2 things, for many choices in Baldur's Gate. That is why I say you are required to express one of two view points, particularly with your literal interpretation of the line approach. The plethora of infinite options your character could have said ultimately don't matter because the game constrained you to two options, one of which you had to say regardless of underlying motive.
Just as in a tabletop campaign, the plethora of infinite options you could have said don't matter because you only got to say one of them. You were required to choose it quickly, write it yourself, and rely on a gamemaster who resolves details about the world without your input to interpret it.
I'm not sure how great that is as an approach. In general when it comes to table top, being able to choose your character concept on a near infinite spectrum is a pretty huge deal. A game that lets me access a greater number of character concepts without breaking character will always win out over the other concept.
All else being equal, sure.
All else isn't equal.
I don’t recall claiming that CRPGs offered character freedom equivalent to tabletop games. I do think the level of player freedom they allow is very similar, however.
Because characters are still people and expressing motive is a pretty common occurrence in well everything. Sure you can dispute how honest you're being, but you basically just sealed off any character concept where someone expresses motive, another huge deal.
I don’t really understand why someone would bother doing that, but that might be my general misanthropy talking.
True, time factors don't exist in cRPG's. Tabletop requires improvisation to some extent, which doesn't work for everyone.
But that still leaves us with that issue of before regarding how your BG example doesn't work as a comparison to the real world, where there's about a billion different ideas that I could express in a billion different ways. Even in the context of a spoken conversation, the BG approach would never work.
BioWare's later games sometimes had better written dialogue. BG was their first CRPG, after all. What made BG great wasn't the dialogue - it was all the non-dialogue content. And that the dialogue didn't constrain action. Now, if your character says he's going to do something, sometimes he just does it right then. That's terrible. That's why I maintain that BG was their best game, despite its dialogue limitations.
If we're going to discuss the merits of specific games' dialogue, we could find superior examples in NWN, KotOR, and DAO.