Often times the 'gameplay' part is where a genuine Faux Action Girl gets to show her skills and defeat a Big Bad on her own.Ī loosely equivalent technical term for this is 'Ludonarrative Dissonance,' a term coined by Clint Hocking (a former employee of LucasArts). Since large-scale cutscenes and extensive dialogue have only been present in games the last twenty years or so, gameplay and story segregation is far more prevalent from the 16-bit era onwards, especially ones in which the storyline is a focal point of the game.