No Myth: The extreme version of "setting, backstory, and continuity are emergent features of play, established exclusively (save for a few, loose pieces of primordial material before the opening of play in order to generate conflict/strife and generate opening situation) through the process of play and the back-and-forth of participants." Orthodox Dungeon World is a good example of this.
Here is a 4e No Myth game that I'm GMing on here for
@darkbard and
@Nephis . Any reading of that thread should make the concept clear.
Conflict Resolution: A technique with corresponding procedures and game tech that focuses on the collision of competing goals/motivations/interests. A mountain opposes your climb because it doesn't want you to ascend it. Your drinking habit opposes your sobriety because it doesn't want to lose its grip on you. The editor-in-chief doesn't want to run your story because they're captured by the influence or capital of the story's antagonist.
Task Resolution: A technique with corresponding procedures and game tech that focuses on whether the acting character is competent to perform a task, typically with resolution adjudication concerned with a model of causality and granularity of time and space.
Closed Scene Resolution: Conflict Resolution procedures and game tech that systematizes both the mechanical boundaries (start, end) of a scene and how the scene evolves both mechanically and situation-wise until the scene meets and resolves its codified endpoint.
EDIT - Please don't tag me back in this. That is just a courteous assist. I don't want any piece of this conversation.