I literally am asking you to share your experience. I said that perhaps I'm wrong, and you're a guru of collaborative world building. If so, please elaborate.
And I have, in that I've spoken at length about how in my experience it's led to problems and the benefits that it's offered can be obtained with relative ease through other methods of engagement that are less problematic. I'm not sure what else you're looking for.
Those posts don't shed much light on what we're talking about. One appears to be about a spotlight-hungry player and the second is about a player who was interested in a setting element.
Which shed a great deal of light on what I was talking about re: the potential pitfalls of the collaborative world-building experience that you're championing, and how the benefits of it are (again, in my experience) ultimately less tangible than other modes of engagement.
I'm asking you what is your experience with collaborative world building? What games have you played that involve it? How did they promote it? How did it work? How did it not?
You're not answering these questions. Those examples don't address these questions.
Again, the examples
do answer the questions involved; you just don't seem to like the answers. I suppose I could list off every single RPG that I've played, and how every session for each and every one went, but the fact that you seem to think that I need to in order for my experiences to somehow be credible to you quite frankly smacks of gatekeeping.
If you want to purport that experience is so important, and that only the people who have
enough of it with the
right kind of systems ought to speak on it, then perhaps you should offer your own instead of pushing for other people to offer theirs. You want to hold yourself up as an expert on this topic? Okay, but then you have to demonstrate why you are.
I think the amount you can work on world building on your own is a bit overstated. While true, I think that the primary way to learn if you've built an interesting/dynamic setting for an RPG is to see it in play.
People who enjoy a particular line of work, in my experience, never tend to think that it's much work. It's the people for whom it doesn't come easily that do, and that's leaving aside that "seeing it in play" is something you can only do, well, in play; if you can't find a group, or the group wants to do something else, etc., then your opportunities for developing that particular skill are limited.
I'm not ignoring it at all. Yes, people will gravitate toward different games or styles for a variety of reasons.
Some of which will be that a particular style/approach/type of game doesn't work for them, in that it's not fun. It's not a question of not having enough experience, and is why people with more aren't really qualified to lecture them about it.
There are many reasons. Setting aside things like brand recognition, market presence, and popularity... I've commented on some of them myself. Personal preference is of course a significant one. So is inertia and familiarity. So is comfort. So is fear.
Another big one is false impressions based on underinformed assumptions made by others. The idea that a given style is difficult, hard to learn, or not viable.
I already granted that there were some other reasons for why that particular style of play is the most popular, but by turn you can't necessarily say it has nothing to do with the style of play either. If you're willing to point at someone else and say that they're overcome with "inertia" or fear, that's judgmentalism. It's not for you to say, or infer, why someone else does or doesn't prefer to engage with a particular style; certainly, it's not for you to say that they don't have "enough" experience, or that their impressions are false, or that they're underinformed. It's for
them and them alone to decide.