Well, it's rather absurd to compare a prank to an RPG, yes.
But yeah. A game may try to specialize in a particular aspect of play, but that doesn't necessarily mean it's actually
better at it than other games are.
To keep to the subject at hand, you have two games: one game, A, that is built so that the entire group creates the world as you go along, and the other game, B, that makes no assumptions on that front--you can build it as you go along, you can have a "300 page book of world lore", you can have a tiny area filled in and build the rest of the world at later times[1], or anything in between. Can you really say that one of these games is objectively better than the other when it comes to sandboxes?
As far as I've been able to see, in all of the games I've played or read, the only way to actually make a game
not good at something is to have absolutely no rules for something that actually needs rules for it. Like, I've seen lots of games with no combat rules, for instance.
---
[1] This is what my current Level Up game is like--
I fleshed out the city a fair amount (
with the help of the players) but I know almost nothing about the rest of the world, and I'm not going to bother about it until, or if, the PCs decide to go there.