Like most people in this thread, I am not really interested in arguing over terminology or coining new terms. I use temporal ogre because the original quantum ogre article is what made me think about it; that article acts as if the player's route is important but what is occurring in those areas is more or less constant. Fairness and realism would require the DM keep track of time as well as space, but that makes running a sandbox campaign exponentially more effort for the DM, and makes it exponentially less likely that the players will happen upon interesting things by random chance.
If you prefer to use scripted event go for it; although I feel like that term has other baggage I didn't meant to imply.
While I don't disagree with you per se, I don't think this is a bad thing.
As a GM, I already spend hours every week prepping, usually more time than I actually spend at the table playing. I don't think it is really "lazy" to want that effort to matter. Likewise, if my content is genuinely good, I don't want it to get missed.
And this goes both ways; as a player I don't want to burnout my GM with lots of needless prep work and I don't want to miss quality content by random chance.
I think there is a lot of talking past one another going on here.
IMO you can do everything you can do in Minecraft in an RPG. One thing Minecraft cannot do, is have the inhabitants on the world react to you in a meaningful way rather than follow their simple AI routines. One thing that an RPG should do, imo, is having the NPCs react to your actions; which would often mean "kicking over your sandcastle" if it interferes with their own goals.
In my opinion, shaping the narrative and nature of the setting are what constitutes meaningful choices in an RPG, and are more or less impossible in Minecraft except on the most literal level.
I have to say, this is one of the rudest things anyone has ever said to me on the internet. Congratulations.
Although, I have to say, judging from the other posters are sain this thread, this assertion likewise holds very little merit.
Not what I said.
I said that there is an old stereotype of telling rail-roady GM's to go write a novel. And I am saying that "emergent" players of this sort would be better served painting a picture, or sculpting with clay, or playing with Legos, or even playing the afermentioned Minecraft.
RPGs tend to be focused around exploring a simulated world and getting into the head of a single character in that world. Most are also focused around tactical squad level combat or creating a dramatic narrative. If you really just want to make the maximum number of choices possible to indulge your creativity unconstrained, I don't think it is a particularly good medium for it.
Heck, there are even tabletop games like Microscope which are specifically built around the creative aspects of the game which are far better for creativity and collaborative world building than a traditional RPG.
This reads as a weird sort of reverse psychology.
This also is very much contrary to my experience with the world. Most people would rather consume media than create their own.
I am by far the most creative person I know, but even I would often rather play a video game or watch a movie than write a novel on most days, it takes a lot of energy and inspiration.
Likewise, I prefer games with robust character creation options, but hate video games with "sliders" as I am incapable of actually making anything that looks good, in the same way that a big furniture warehouse gives me more options than a home depot where I can, theoretically, learn to make whatever furniture I want.
Even in fictional settings and RPGs, and again I am very much into creativity and worldbuilding and character choices, I still think its more interesting to imagine something like "What if I were a member of the Fellowship of the ring?" rather than "Man, imagine how much fun I could create for myself if I was dropped down in the middle of Rohan at some point in the Third Age."
The Paradox of Choice is a very real thing in human psychology or philosophy.
Maybe. But if I try it in real life, all that happens is that the players stop showing up to game night.
I have seen boring games hemorrhage players. I have not seen the players suddenly come to the realization that they need to make their own fun.
Its not about tropes, its about me relating my past experience with games.
In my experience, characters with good alignment tend to seek out powerful villains who are preying on the weak and helpless and thwart their schemes.
In my experience, characters with evil alignment tend to prey upon the weak and helpless, and then rival NPCs seek them out to thwart their evil schemes.
If we agreed to play a peaceful game about building a community in peace, then yeah, that wouldn't apply. But as I said, most RPGs are built around the idea of fantastic squad level combat and / or creating a dramatic story with lots of tension and drama.
To use another analogy; in RTS games like Starcraft, a lot of players get mad if you attack them before they finish building their base. The common response to this is, you don't want to be playing an RTS, you want to be playing Sim City.