I never said a thing about whether you like or don't like it.
I was asking whether the state of affairs is "
actually do have a world which exists prior to play and independently of the PCs", or whether you have tools and techniques which
create the feeling that that statement is true, even when it isn't.
Consider, for example, the aesthetic design that went into the Parthenon in Athens. The architects used extremely clever techniques to create the
impression of straight lines...even though the lines objectively were not! Because they specifically accounted for perspective: long straight lines that extend far to the edges of vision
appear to curve, so they made the lines curve in the opposite direction just enough to counter that quirk of human visual perception. In other words, they deviated from reality in order to make something seem
more real than actual reality would be!
But if it is possible for something to artificially seem more real than reality itself...what does that say for the style of realism? It would seem to me that a true commitment to the standards of aesthetic realism includes at least considering techniques which are, objectively, "unreal"--but where that unreality has been carefully sculpted to counter quirks in human nature so as to intensify the
feeling of realism beyond even what rigid adherence to reality would produce.
At which point, we have...that realism is just as much a style as any other, and not only can use, but historically consistently
does use techniques which defy empirical observation....if and only if those techniques enhance rather than weaken the observers' "this exists apart from me" feeling.
As a good example from the other direction, I was just recently watching an LP of an adventure game I played in my (very early) youth,
Lure of the Temptress, which featured an at-the-time cutting-edge function where NPCs really would wander around, doing their own thing, completely independent of the PC. This was done specifically with the goal of heightening realism; after all, real people usually don't just spend 100% of their time standing still in one location all day. The problem with this first outing in
Lure is that...well, having NPCs that wander randomly is really, really bad for the feeling of immersion, because it directly draws the player's attention to "aw crap, where did this damned NPC wander off to
this time?" Far from
enhancing the feeling of realness and independent existence, it actually ended up throwing a bright spotlight on how game-ified the structure was.
If both an effort that specifically does mimic reality can degrade the feeling, and something which objectively
defies reality can enhance it, the whole situation is much, much, much more complicated than any advocate of this approach (with the possible exception of
@robertsconley) has given any room for.