Only for people who think those self-consistent fictional worlds are produced by the game mechanics.
There are other folks, like me and my group, which honestly enjoy consistent, detailed fictional settings, but don't see them as the product of the formal rule set.
Fair enough. I find it inconceivable and self-contradictory that the game mechanics are not part of the world. To me, the characters' actions are part of the world, and they are limited and informed by the game mechanics, so I don't see how a world can be self-consistent if the characters' actions don't abide by the physics of the world.
But I have come to realize - thanks to 4e - that there are many, many gamers who can and do describe a world as self-consistent even if the characters' actions are not consistent with the physics of the world. So your point is well taken.
In standard D&D, it is impossible to generate a specific injury -ie to poke out an eye. If you use the combat rules to extrapolate a general "physics of the world", then specific injuries are impossible.
The combat rules can be consistent with the world's physics without being the complete world's physics. I think that's an important consideration in world-building, as a complete physics and a perfect simulation is never going to happen.
It's not accurate to suggest gamers who don't see the rules-as-physics also don't care about story or about the exploration of detailed, consistent imaginary worlds.
I totally agree with bolded part (emphasis mine). I did not mean to say that was the case. I thought I covered it in my d2 paragraph; sorry for not being clear. But yeah, absolutely, there are many gamers who care about story but don't see the rules as physics.
The second part, we just differ on definitions. As I said above, I can't understand how a world can be self-consistent if the character's actions (informed by the rules) are not consistent with the world's physics. To me, that's the opposite of what self-consistent means. But I accept that you have a different definition, so yeah, if we define it your way, then what I said about rules-as-physics preferences guiding world-building preferences is invalid.
Above all, I don't mean to imply that either way - rules as physics or rules divorced from physics - is badwrongfun. I was just stating that how you answer the rules as physics question will influence how you feel about system affecting world-building.