P&P RPGs are about what the players do, and the GM can always give EXP for role playing, ideas, etc. Even the most blatant dungeon crawl can be an excuse for characterisation and character interaction. Modules frame the narrative, but they are not the story. The players create the story. That's the part that the games companies tend to miss.
I've GMed games that were intended to be mainly talking and had players ignore all that and just kill stuff, and the reverse.
Well, a pen & paper adventure module can provide a lot of room for ideas and character interaction or hardly any, and it can inspire role-playing or stifle it. Of course, pen & paper will always be much more open and more easily modifiable by the players (and the GM) than a CRPG, but the module as well as the computer game are the framework for the role-playing experience, and in my eyes, "hack and slash" adventure modules are directly linked to computer games like Diablo 2 and board games like MB's HeroQuest.
Just like you can turn a bland module into a rich experience by means of your imagination, you can expand Diablo 2 by means of your imagination. And just like you can hack and rush through a module that was intended to be based on talking, diplomacy and opportunities for role-playing, you can quickly click through all of the "boring dialogue" in Planescape: Torment in order to get back to the fighting and looting, if you are so inclined [*shudder*].
In both pen & paper and computer role-playing games, the player's attitude has a large influence on the overall experience, and the author/developer just provides the framework for it. This framework encourages a certain style of play, but you're not necessarily limited to it.