I see things differently and disagree with how you use the term gameplay.Velocity Eleven said:What I'm trying to say is that the words "concequences" and "decisions" are often used for elements that are more apparent in the narrative rather than the gameplay and my personal prefence is that which changes the gameplay
An action game might have very strong "in the moment" gameplay where you are only concerned with how your avatar is performing. If in Gradius a coffee power-up gives you a laser beam while a tea powerup gives you an option then that is a strong gamplay choice. But I specifically chose examples that are only the sort cosmetic "dolly dress up" options that you get in RPGs.
What is usually meant by choice and consequence, or more specifically reactive game worlds, in RPGs is not the sort of thing that changes "in the moment" performance of action gameplay but a sort of meta strategy for what you want to achieve in the world. FF7 is famous for a scripted death sequence when one of the party characters dies. Many people were desperate to figure out some sort of secret way to keep her alive or bring her back even though the developers didn't add any such feature. They might not need to use her for combat but doing something like keeping that character alive is a strategic goal for the player that is equivalent to finishing the campaign and different to how efficient they were at clearing the combat encounters. This is another level of gameplay.