Depending on whom you talk to, you'll see people refer to Heavy Rain as an RPG. Half-Life 2, while an amazing game, is an FPS.
The key difference between an RPG and film (as I see it) lies in the interactivity. But I think a lot of people make a huge mistake in how limited their interpretation of interactivity is. Take for example the claim that forced choices (any choice) turns a game into a movie. The key difference between the two genres is not even that games can make the player feel like all-powerful, but that the player has an in-character perspective into the world.
Feeling helpless in a video game (for myself at least) still feels completely different from helplessness in film, because I'm denied that in-character perspective from which to view the world.
All that said, I certainly don't see anything wrong with games incorporating cinematics, which are basically short films, provided that they're enjoyable.
I don’t think it is a mistake, rather a matter of goals and reasonable expectations. Personally, when I role play I expect a number of things that I would not expect from a movie.
You speak of perspective, and so will I, but my take on it seems to be significantly different:
In a movie I’m part of an audience. My perspective is external to the story. No character is mine, to whatever degree. I may guess what one will do, and feel empathy for that character, but my perspective is not hers.
In an RPG I’m within the story, living it through the eyes of a character, (even if I choose to make the character completely distinct from me, as often is the case).
To a significant degree, that character is mine, even if the author wrote what that character can say and do in the first place. Because it is up to me to decide: what potential action becomes an actual action, and why. The author is responsible for the explicit component of the story but, at least in relation to a specific character, I add a layer of implicit depth of my own.
But what happens when the writer decides to take away this (illusion of) control he allowed the player, (regarding her own character) before?
At best nothing. The player may not even notice it much, (if it is reasonably in tune with what the player would choose). But at worse it can be easily game-breaking. And it can easily have very negative consequences.
At worse, the illusion of control is broken, not only in regard to a scene but in regard to the entire game. When that happens, the perspective of the player changes: from participant, from within the story, to passive audience, from outside the story.
But the player expectations were not the same from our movie audience in the first place, and she already invested considerable time and creativity in fleshing her character. All of it was now discarded by the change of perspective.
So, imo, it is not really about having a super character, but rather of seeing our investment in the story as a (lesser) co-creator rewarded, or lost.