Kinda, but I think that's somewhat the wrong mindset for it. It's more a brief window into what the villains are doing for a moment, like Golbez chastising Kain in FFVI, or getting flashbacks to Zio petrifying an entire city in Phantasy Star IV, or Rufus confronting the reality of the approaching Diamond Weapon in FF7. You don't even have to be that specific. If the players suspect the chancellor is evil and, hey, he is, have him meeting with the villain behind him without explicitly identifying who it is, or show him scheming because they already suspect him anyway. It can be brief.
It gives players a clear idea that the enemies are up to something without having to spell it out for the players (unless you want to, much like how cutscenes in JRPGs work), and it also gives players a Fabula point if there's a villain in the scene, which can be used to replenish PCs on a resource if they're low. It also gives them direction if they need it, and it seems like on average FabUlt games are designed to be less sandboxy and a bit more around structured narratives than other games like Pathfinder or D&D.