I'm a big fan of games that tie character effectiveness directly to the player's narrative flourish, games like Wu Shu or my Play it Cool. They allow GMs to scale villains in the middle of an encounter. While the fight is exciting, everyone can mention cool, exciting details to make their moves more effective. When the fight starts to drag, the GM can describe the villain's actions in boring, uninspired ways, so the PCs can quickly trounce him. Mook rules are built into it, since mooks don't have much style and are this quickly dispatched.
This ensures that what is interesting in a game takes longer and has a better chance of working, and what is boring in the game gets breezed past.
But they do have a potential dark side. It is: ridiculous nonsensical badass details added into the narrative for game effect even when they make absolutely no sense.
In order to recognize it if it happens in your game, it looks something like this.

I fail to see the problem here
That was so terrible it was awesome!