FrozenNorth
Hero
I completely agree with this and have been thinking along the same lines.I have been mulling about whether the whole idea of three pillars (i.e., combat, exploration, and social) is even the best way to think about the game. Because it seems to me like it would almost be better to think of the game in terms of phases or units of focus: e.g., encounters, journeys, downtime, etc. An encounter could have social or exploration aspects, but it could also break down into combat. A dungeon room with a trap could be an "encounter," which itself leads to potentially another "encounter," which may involve NPCs (i.e., social or combat). I'm just not sure that this whole "three pillars of the game" is really all that helpful of a divide.
The pillars don’t seem to be named in a thematic way, and I think that is causing some of the disagreement on this thread. It seems weird to me that finding out information about the Sultan before our diplomatic meeting would be considered an exploration activity rather than part of the social pillar.
In this vein, while the social pillar and the combat pillar tend to regroup elements that are pretty similar between them, the exploration pillar (as defined in the DMG) seems to include wildly disparate elements whose only commonality is “not being part of the other two pillars”. For example, travel montages, puzzle encounters, world-building, downtime activities, and non-combat wilderness encounters.
As @Aldarc notes, this obscures the fact that many of the best encounters contain elements from more than one pillar, such as a combat encounter with an environment you can affect or lower level monsters you can intimidate.