In the kinds of TWOLD inspirations Marloth has, action largely falls into the following categories:
The key to designing combat events is having a well designed combat system.
Most action narratives, particularly with visual media, either have a shallow combat system or struggle to communicate the technicalities in the author’s head.
Video games do an excellent job of systematizing combat.
A successful action video game needs a comprehensively robust combat system.
I would expect video games to have a major impact on action storytelling, yet there has been little discernible influence.