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Why is that so hard to understand here?
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Because it's so very vague. There is story in gameplay already. I never really understood what Lorne meant by there wasn't story. I see plenty of story. Abe and Munch, having broken into Splinterz, traverse the Boiler Room by picking up Sligs and using the crane to move them to some place they cannot attack you or raise the alarms. Having got the attention of all the Mudokons in the area, they progress to the area immediately surrounding the Junior Executive's office, which is guarded by... see, that's a story. Two separate Designer Diaries by Paul O'Connor actually outline how they make the levels so that they tell a story. True it's not as interesting as the CG bits, and all that can happen is limited to your control pad and the programmed responces of the characters in the level, but it's a story nonetheless.
Another way I see it is that there are pauses in the gameplay to tell bits of story using the actual game engine. I've always hated this, but since that doesn't actually involve gameplay I think we're safe there.
It could be that we can control the story by doing different things in the game, making the game engine select a different future for us, but that's just a step up from the Quarma principle of past games, plus doesn't actually tell a story.
I really don't understand what Lorne means, in specific terms. Integrating story and gameplay is highly vague at best, and to be honest you're not making it any clearer, although I commend your efforts. I'm just going to wait for official info, because I don't believe anyone here truely knows what the game's going to be like to play, which is all that matters.