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I seem to remember there was a fairly long thread a while back where someone was looking for a "you have to fail in the proper manner" trope.
A bunch of things were tossed around including a proposed YKTTW, but I'm not sure what came of that; anyone else know?
Going to do my usual thing of repeating what I think you mean.
So at a certain point of the game you get captured (or discovered, or stopped, or whatever) while on a mission to steal the...um... Enchanted Tropey Statue. The entire mission, you're trying to avoid being discovered (and if you are discovered, it's game over), but once you find the Enchanted Tropey Statue, you get discovered immediately and the game goes on, since the game plot requires you to get captured. And you're looking for tropes that explain why getting captured at 4:45 is a game over but getting captured at 4:46 is required?
I think this one is Event Flag, but it could easily be Cutscene Incompetence, especially if you could win or escape the cutscene situation if it came up in real gameplay
Edited by CharisetSounds to me that it's Gameplay and Story Integration approached from the other direction.
And yes, Event Flag
MAX POWER KILL JEEEEEEEEWWWWW

There's a game where you have to take something and avoid being captured on the way, but after you take it you're immediately captured and the game proceeds. I know that this is Fission Mailed and Gameplay and Story Segregation, but is there something else? I'm asking more specifically about the fact that you can only pass if you're captured while taking that thing and not if you're captured just before, even though nobody cares about what exactly you took.