I distinctly remember being invited to join a new group in 2000 to play D&D 3e. I didn't know their playstyle and "assumed" they'd put more emphasis on role playing than I did in my former experience, which was when I was a teenager. I remember writing a backstory that was more than a paragraph long, tying it to the campaign setting and trying to provide some "hooks" f I can't or the GM to integrate the character into the world. I can't provide first-hand knowledge about any potential change of intent over the time, but I am pretty sure by the end of the 1990, the expectation of playing a part more than a collection of stat was firmly established. Around this time was the "gothic craze" with angsty Vampire players being an established trope. So I guess, the idea of roleplaying was common enough for a game published in 1991 to be associated with a particular style of roleplaying (and not just a roleplayer/rollplayer divide).
So, if there ever was a shift in meaning, it must have occurred earlier than the 90s. Possibly as soon as the games evolved and were defined, because it's a very short time. I also remember the space opera game Empire Galactique, published in 1985 (!) in which a lot of the supplements encouraged roleplaying -- even if they didn't write it explicitely (I woud have to dive deep into archives to find the books...) I distinctly remember a few adventures with an introductory short story concentrating on the feeling of characters... that were part of the story. It emphasized it for the GM, but why do that if players weren't expected to engage with the gameworld as we do today?
Probably it wasn't spelled out as clearly as it could nowadays, but we benefit from decades of game designe (and not everyone plays Dogs in the Vineyard).
So, if there ever was a shift in meaning, it must have occurred earlier than the 90s. Possibly as soon as the games evolved and were defined, because it's a very short time. I also remember the space opera game Empire Galactique, published in 1985 (!) in which a lot of the supplements encouraged roleplaying -- even if they didn't write it explicitely (I woud have to dive deep into archives to find the books...) I distinctly remember a few adventures with an introductory short story concentrating on the feeling of characters... that were part of the story. It emphasized it for the GM, but why do that if players weren't expected to engage with the gameworld as we do today?
Probably it wasn't spelled out as clearly as it could nowadays, but we benefit from decades of game designe (and not everyone plays Dogs in the Vineyard).