Gotcha.. Yah I spent a lot of time in Minecraft. I often spend a lot of time in any sort of game editor, and minecraft was sort of like a level editor turned into a game.. if that makes sense. But that's what made it especially fun to me, since I really enjoy games that let you create your own stuff.
True except for the fact that Minecraft was/is never/isn't a game. A game requires that you have a goal, that there're clearly defined rules and objectives. Minecraft is a toy. It is a sort of level editor but it's interface was never designed to manage the data manipulation within it's game world. The perspective is wrong, the cube pallet is wrong, the micro/macro scaling and lack of template models is wrong. Notch was/is a programmer but he has little connotation of real games design in terms of gaming systems, user interface design, perspective implementation, etc.
Not saying Minecraft wasn't what it was - a good virtual Legos kit, easily accessible by the uneducated masses - but it was no game, and it was a poor level editor to someone who knows how to build level editors...even if most level editors are badly constructed developer software. Minecraft was/is MS Paint to my Adobe Photoshop you might say.
When I say world builder I'm talking of true virtual world design. The sort with simulated weather, temperatures, day night cycles, etc. as well as terrain editing done using available resources. Consider Dungeon Keeper and Wakfu mixed with The Settlers and Sim City plus a side order of Minecraft...for a start.
I get what you're saying. I don't really do any coding, so dealing with clunky and often times entirely unstable level editors is the closest option I have to playing around with the game mechanics outside of building a game from the ground up. Obviously I prefer developing art/assets/concepts for original games and seeing the project come together as a whole, but I don't have all the required skill sets to build a game myself.