No. RPGs have the same 'goal' as any other type of game. Since you're so fond of dictionary definitions: "game: activity engaged in for diversion or amusement".I agree that RPGs feature acting, getting into character, playing pretend and so on. Are you saying this the destination? That the purpose of RPGs is to immerse ourselves in our characters and act the part, as though performing on a stage?
My approach is more 'advanced' because it results in a better game, i.e. it's more fun for everyone involved.
- One advantage of my approach is that the players cannot tell a random encounter from a planned encounter. This is good because players tend to react differently when they realize they're about to be confronted with random events. They automatically assume it's ultimately unimportant and try to resolve it as quickly and efficiently as possible.
- Another advantage is that there is never a break in the flow of the game. I don't have to stop and roll a dozen times on different tables. Players stay engaged.
- As I already pointed out, all encounters have the potential to be interesting and/or fit the location or situation. Encounters can easily turn into new story hooks or become an important part of the current story if the players take an interest.
(To be honest all this talking about 'advanced' makes me think of a scientology evangelist - not the best impression to give if you are really interested in continuing this discussion.)