A common misconception. The main quest of BG2 is as linear as BG1. There are various quests where you decide the outcome, but not as part of the main quest. In fact, BG1-2 both have an "Oblivion recipe" - percieved freedom, but very little actual freedom; you only change the order in which you do things, and not actually the outcome of what you do. Big difference.
I'd say it's a common misconception that non-linearity has to be about the main quest structure. There's no way a main quest can be truly non-linear, as that just doesn't work. It'd be impractical to develop a quest you can approach in a non-linear path, dealing with every aspect in a flexible timeline structure. Not impossible, perhaps, but a HELL of a lot of work.
BG1 was non-linear exactly like I want it to be, namely that I can do the main quest when I'm good and ready - and there are tons of ways to progress that have little or no relation to the main quest. Non-linear exploration is the main thing that separates BG from what I experienced with BG2.
It requires the game to have minimal level-scaling to really make sense in its implementation, but that's just my opinion.
but very little actual freedom; you only change the order in which you do things, and not actually the outcome of what you do. Big difference.
I think you're referring to C&C as it's commonly known. That isn't non-linearity, that's variation in "quest/dialogue" approaches.
At least, it's not what I'm talking about when talking about linearity/non-linearity.
I'm primarily talking about the path through the game - which can either be linear or non-linear - or anything in between, and it's really as simple as that. Makes a lot of sense, in my opinion, when you think about what these words actually mean.
DA:O - for instance, was kinda in-between, but leaning towards linearity. That's how I see it, anyway. You could approach major quests in the order you wanted, and they did actually make up the larger main quest - but it's so divided as to be almost pointless in what order you do them. Also, level scaling and rigid/no exploration ruined the idea of progressing outside the main quest/story.
So, is BG2 non-linear in this way, or isn't it?