That's not what I see as role playing though. I'm more concerned with the moral, "alignment" (in before alignment is flawed), and negotiation side of things, and interaction through conversation, which is always highly limited. In pen and paper, assuming your DM and group is good enough, every word you speak counts and can make a difference. In a computer game, you either choose from a list of responses or click on keywords to progress the conversation.
Another thing is vastly different endings based on choices you make early on. This is rarely the case, since you would end up playing more than one game rolled into one, with only major plot points holding them together. More often, you just see one grand choice determining two endings, or even worse, just a list of options right before the final battle which determine your final cinematic. Bleh. If you play good, or evil, from the very start, the endings should be totally different - and not just two of them, there should be hundreds. Sky's the limit, as they say.
Granted, games are getting better and better at giving you multiple ways to solve problems or encounters, but that's just part of the gameplay to me, not roleplay.
Even in a hack and slash game, I would expect that every item and every skill from every class would have a role if used well, in any given scenario. That has nothing to do with roleplaying.