Playing tabletops is cool, but only until the moment the group disbands. Then, you can't play tabletop games anymore.
You can load up a console game and replay it, perhaps doing something different than before; for example, attempting a 4 WM party in FF1, making Maria a frontliner while Firion learns magic almost exclusively in FF2, choosing different classes in FF3 and FF5 for your party members, play with different characters other than Gogo in FFVI (say, get all of Gau's Rages and play with him, or Strago's Lores, or play with Relm!), do a class-based set-up of abilities with Materia without adding Master Materia of any kind in FFVII, play with the GFs on FFVIII, and so forth. The story will undoubtedly be the same, but the progression will be different; without using stuff like power leveling, Sage/Ninja, Rapid Fire Dual Wield Spellblade, quickened Ultima, Knights of the Round, Aura+The End, or similar abilities, you can make the game a bit more complex.
Now, in the case of tabletops, it's really a hit or miss. You can, for example, play with a group devised exclusively of roleplayers, which may make bad choices for the purpose of roleplaying (such as...I dunno, playing a Truenamer on D&D or becoming a Combat specialist on Vampire: The Masquerade), while you get a DM that's focused on the opposite side (usually the guy who loads lots of dragons in D&D, or that unleashes Elder vampires, Earthbound demons and all sorts of nightmares on WW games). On the other hand, you might want a good story, but you're full of munchkins who play to win; for example, you might be with your well-built character, capable of winning a fight with little effort, but you play with Pun-Pun, Cindy, Jack B. Quick, or just anything thrown from many of the gaming forums' Tactical Optimization games; if you're playing on WW, you might end up with several Ventrues with absurd Resources, high dots on Dominate and Presence, and have everyone blood-bound and diablerizing all the way to 4th generation vampires. That's also true of DMs; you have the awesome, you have the good, you have the rules-lawyers, you have the sadist, and you have the ax-crazy guys who threaten to throw you out of your house and have fantasies of overpowered characters playing on their own games with the other players as supporting cast.
It's important to understand that console games play on a very different way than tabletop games. Console RPGs work in two ways; the Western way, and the Eastern way.
Eastern Way is the traditional RPGs that appear on consoles, including Final Fantasy, Dragon Quest, Breath of Fire, Star Ocean, Lufia, Lunar, Phantasy Star, amongst other famous games. There's gonna be a lot of railroading (aka, linear play) in those games, because of the size of those games. There's gonna be already established archetypes of heroes because of several reasons; some archetypes are popular and expected, some are easy templates for gamers to adapt, and going against archetypal heroes must be handled carefully or it ends in disaster. And you'll see that people, after playing a lot these games and especially now with the Internet, will develop the best strategies and find the broken tricks for each of the games, which will vastly simplify the game. In the end, you'll always do the same, because these games were never meant to be expanded (unlike now, where the existence of DLC has shifted that ever so slightly).
Western Way, on the other hand, deals with tabletops, MU* and old-school computer RPGs; D&D in all of its editions, all of the White Wolf games, all of the Games Workshop games (particularly Warhammer and Warhammer 40K), GURPS and others for tabletops; Ultima, Wizardry, Might & Magic, Elder Scrolls and others for old-school computer RPGs (including the tabletop-based games such as Baldur's Gate, Neverwinter Nights, Icewind Dale, Diablo and others, and the new-school homages such as Etrian Odyssey). The Western way of RPGs focuses on a constructed character (which may add games such as Fallout, Mass Effect and Deus Ex to the list) and how it interacts with the world, but depending on the media, they are still full of linear gameplay and archetypal NPCs. It's just that instead of favored Eastern archetypes, it's favored Western archetypes; while Eastern archetypes are full of nice-looking young heroes barely reaching their 20s (and usually no older than 30 unless they're the rare veteran), Western archetypes are a bit more "mature" in that sense (a bit more older, and a bit less prone to playfulness). You get a choice...sure, but that depends on the media; if you're playing a Western-based game, only tabletops will allow you to have a "choice"...
...and that "choice" is on quotation marks because of the things I mentioned above. If the DM/GM/Storyteller railroads the story harder than the Phantom Train, you get no choice; you have to do what the DM asks you to, and more often than not you'll be forced to play a character you don't want to. Also, the multitude of choices isn't usually the best way to play; eventually, you'll find yourself with the problem of making the wrong choice, and perhaps having everyone in trouble because you made that wrong choice. So, usually, a bigger "choice" is not the better choice, and even then, it all depends on the whim of the DM. If you have a great DM, the one that you can talk to and tell him what you wanna do and he adjudicates it on the fly (such as...say, having three Paladins do a multi-smite that essentially purifies the area with goodness), then great; it'll really be a memorable experience. But if the DM is bad (say, it allows you to make an awesome character...then it breaks your weapons, rips your spellbook, places you a manacle and gag so that you can't use magic, and simply railroads you into seeing how Mary Sue and Marty Stu save the day), then the story won't be as memorable (except for a horror story).
Not all console games are devoid of choice, either; many new games, such as Dragon Age: Origins and Elder Scrolls (both Morrowind and Oblivion) allow for some degree of choice. Old-school games (say, Ultima) allow you to end the game quicker if you want to get to the end quicker, but you can enjoy the story if you get the clues. It's all about enjoying the games, getting and draining every single bit out of it. Which is why most MMOs don't work, because it takes a good lot of lore to make for an interesting game, and take your mind off the constant grinding.
And again: tabletops are as good as the cohesion with your party. I played for about 4 long years, then a brief period of about 8 months, and several campaigns, and I never got to end one because something usually happened; people left, new people joined, the DM was getting tired of making new stuff for the campaign, and I usually ended up with the group that couldn't play the campaigns with an ending. I'm hoping soon enough to gather a group to DM, and to be responsible enough to not railroad them and to provide a good experience to the players, but I can't tell for sure whether they'll think the same or not. Otherwise, I couldn't be able to play (and as a DM, I'll have to do more than play; DMing is not like being the bank in Monopoly). So I couldn't say tabletops over console games, or any of the two over MMOs and viceversa, because each game plays differently. Keep that in mind in any case (and I hope that's not your case) the group starts to meet less and less.
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