Exploring my concept of Staging Gameplay Mechanics from another angle.
RPG's, and JRPG's in particular evolved in a very strange manner where, instead of embracing the ability of video games to automate and hide away wargame abstractions, they kept all of the "guts" visible & clear.
What this ends up doing in practice is turn them into probably the perfect example of mechanical staging in games. Nearly every variable is shown to the players, every interaction has a clear input and output, combat states are very discrete & automated. Even positioning, when it exists, either takes the form of very simple front/back row target prioritization or (relatively) small grids instead of the massive ambiguous X/Y/Z coordinates of action games. Real time elements like Mario RPG's attack timing, or Final Fantasy's combos, or Vagrant Story's hit chaining, are also very simple states with clear success & failure criteria.
Even their turn based nature itself helps reduce the reliance on more fuzzy, ambiguous skills like reaction time speeds and any sort of non-deliberate movement/decision making. In general, it reduces the games' reliance on the player's intuition.
All of the complexity can be seen & felt by players immediately, just from seeing some videos or even screenshots. Every interaction is clear, every choice and its consequences is clear, everything is right there.
In a way, this is a very honest way to present games. But given the uneven nature of how games are perceived by players, what ends up happening is that this upfront complexity ends up distorting the perception of onlookers. Simple, easy games can come off as intimidatingly deep & technical just by virtue of them being so direct about what they are. Whereas much more complicated games will look simple because they hide all of their guts.
However, this direct approach doesn't necessarily help players deal with challenges. Sure they will always know why they failed, but they won't necessarily know what to do with that information, and may experience analysis paralysis. Especially if their choices have costs - such as respeccing lowering your character's level or having a huge $$$ cost. In fact, maybe it might shift the player's attention away from the more fuzzy skills like thinking about team synergy, and more towards simple ones like GETTING MORE DAMAGE.
What RPG's show is that the easiest way to stage something is simply by presenting it in the simplest way possible. The clearest way to help players notice something is by just telling them it exists via numbers or words.
Action games could also perhaps think about creating RPG-like, turn based puzzle modes that put players into really tight scenarios that highlight the more complex interactions of those games. Or they could try & capture certain more fuzzy aspects of gameplay via abstract systems, a bit like Under Night In Birth's GRD system which (kinda) codifies combat advantage/disadvantage.
