Compared to games like Fallout, Arcanum, or Prelude to Darkness, and even Planescape: Torment, BG 2 is C&C light, because C&C in BG2 are local, affecting only small parts of the gameplay. The number of choices is not small at all, most of the choices are binary, some choices don't provide real consequences, but some do.
The problem in BG2 c&c, is that many choices there are the "right" and the "wrong" choice, with consequences of the "right" choice being much better than the consequences of the "wrong" choice. This represents bad design, but doesn't change the fact that the choices and the consequences are present.
For example, right from the start, the choice of your class provides you with a stronghold questline, while cutting off other stronghold questlines, resulting in very different gameplay experiences, for a while.
Vault Dweller said:
hiver said:
Depending on your choices he will also stay with the family or go with you.
Not a choice really. Not in a combat heavy game like BG2 where only Keldorn can use the holy avenger, one of the very few (or was it the only) +5 weapons in the game.
Presuming you don't possess metagame knowledge or precognition powers, it's a real choice (and that choice itself is the consequence of the previous choice you missed quoting).
You can choose to side with Aron or Bodhi causing different development of that part of the story.
What does it affect? The outcome is the same. You get captured and Bodhi's behavior and role are exactly the same. Bodhi could have saved you from the gantlet run and let you go. Wouldn't have cost Bio anything, but would have been a nice reward for siding with her.
This example illustrates the kind of c&c BG2 has. There are two mutually exclusive choices. Each choice offers a different gameplay experience for a while. Then, both paths are funneled together to continue with the story. Consequences are temporally localized. Still, they meet the criteria:
Vault Dweller said:
A meaningful choice would have consequences - some kind of effect on the gameworld and/or gameplay.
Additional consequences would improve the experience, but c&c are there, though design needs improvement.
hiver said:
Depending on your interactions and what you say to companions available for romance you will have a romance with one and make the other romances unavailable with all their subquests.
Surely you're jesting with me.
The romances are cheesy, however, they do provide different gameplay experience (in terms of romance dialogues and final rewards), based on the choice who to romance. And the romance extends to ToB, so that is one of few choices with lasting consequences.
When you have to deal with baron ployer who cursed Jaheira you can do it in two ways with different outcomes on that particular fight.
It can be easier or harder because of those choices.
Hated that bitch, so never had that quest; can't comment.
Ignorantia iuris nocet.
Actually, there are even more ways to handle that quest (you can dump Jaheira, you can do nothing and she either leaves or dies, I don't remember exactly, you can pay the wizards to do nothing, you can pay them to turn on Ployer and attack them with you, or you can fight the wizards and Ployer together).
Anomen - finally, a simple choice between him becoming a knight and him failing miserably and not becoming a knight. No real effect on the game because his membership doesn't offer anything. So the choice is basically "do you want a party member with or without a stat bonus?" Hmm, that's a tough one...
As far as I remember, if he fails his knighthood, at some point (banter) later in the game he goes berserk and attacks Aerie, so there are some far-reaching consequences. Also, his banters are different, depending on whether he was accepted into the Order or not.
Attaining / failing his knighthood is a delayed consequence of the way you handled the quest of Anomen's murdered sister. This is actually a good example of real c&c.
Choosing to take Viconia along with Keldorn in the party will eventually lead to the fight between them.