Videogames are a poor media to tell a story, but they're a fantastic way to create one between designer and player. RPGs are the epitome of this, and to see people think that they're instead the best genre to suffocate and stifle a player's choices rather than provide for them is painful. Pitiful, even (Not saying this is you, mind, I haven't checked - simply my view on Bioware/Bethesda/MostanyRPGtoday). A player should be experiencing the creation of a story through the skills, attributes and general abilities of their character(s) in reaction to the framework set out by a designer, not be watching them squandered, instead, to a designer deciding: "No, you cannot lockpick this door. It's an important, plot central door. No using that door bashing, either. Oh, and you can't scale the wall. No. Just go and find the special key. GO, THE PLOT DEMANDS IT.". If a player can sequence break because of their skills, let them!
Important to keep that distinction, I think. It's less about telling in this medium, and more about crafting. Not only less QTE sequences and cutscenes, plz, but also less 'Essential NPCs' and the aforementioned plot doors / quest item bollocks. A player that shoots every NPC in the head would have as much of their own tale to tell about the game as someone agonising over reading every piece of text, and that's how games should work!