Imaginary world is a playground for exploration and combat, not a goal in itself. Social interaction, plot, C&C, whatever - they are just icings on the cake. They might be all nice and tasty, but hardly edible when cake itself is lost.
Torment and Oblivion are two sides of the same coin, post-RPGs where the core RPG gameplay cake was omitted in pursue of whatever fancy icings their LARPing auditory desired, whether plot-C&C-dialogues, or immershun. And it was Garriott who started the trend of taking this "roleplaying" buffoonry literally and mutilating the original gameplay - that is, a single-player digital imitation of a D&D adventure - to conform to the expectations of the "it's about playing a role" crowd, who were kicked out of their D&D gaming groups for bad over the top acting.
Custom parties gone ("you can't roleplay 8 dudes, silly"), turn-based combat gone ("it is not immersive"), stats over most basic 4 or 5 almost gone ("roleplaying isn't about numbers"), "RPGs" turned into FPS or action-adventures with some dialogues thrown in - all this is ultimately Garriott's legacy.
Torment and Oblivion are two sides of the same coin, post-RPGs where the core RPG gameplay cake was omitted in pursue of whatever fancy icings their LARPing auditory desired, whether plot-C&C-dialogues, or immershun. And it was Garriott who started the trend of taking this "roleplaying" buffoonry literally and mutilating the original gameplay - that is, a single-player digital imitation of a D&D adventure - to conform to the expectations of the "it's about playing a role" crowd, who were kicked out of their D&D gaming groups for bad over the top acting.
Custom parties gone ("you can't roleplay 8 dudes, silly"), turn-based combat gone ("it is not immersive"), stats over most basic 4 or 5 almost gone ("roleplaying isn't about numbers"), "RPGs" turned into FPS or action-adventures with some dialogues thrown in - all this is ultimately Garriott's legacy.