Text is absolutely not the highest bandwidth medium for imagination. Think about what a textured polygon can convey about a character in just one glance: color, clothing, dimensions, facial expression, posture. It'd take paragraphs to convey all this information in text, but with graphics it takes but a glance.
If what this quote is referring to is the fact that text based mediums force us to use our own imaginations, it's actually because of the opposite: text is exceeding low bandwidth for communicating imagination, and because of that low bandwidth users need to fill in the gaps with their own.
Isn't "fill in the gaps" the point? What exactly does a polygon character make a person imagine? Text like "He was a nefarious looking character dressed all in red" takes a very small amount of bytes but the resulting payload in someone's mind can be huge. I guess you could argue that images might be a better mechanism to transmit someone else's imagination but text is better to activate your own and I think that is what the quote was about.
There's undoubtedly an appeal to exercising one's own imagination. But any text based interface locks off a huge amount of options for interaction. You'll never have a racing Game, a shooter, a flight simulator, any kind of visual puzzles, etc. in a text based game. The constraints are enormous and there's little question as to why there are so few text based games today. And those few that do exist and are popular like Dwarf Fortress, Tales of Maj'Eyal, Cataclysm: Dark Days Ahead, etc. all support graphical tiles.
And how did you aim the reticule against your opponents in this checkered paper game? Gameplay ran in realtime? I'm sure you mean to say that you created a pen and paper game that had shooting as an element, but backed by some kind of dice roll. This is conforms to what I said were the constraints of text based games: graph or grid based worlds with turn based or pseudo turn based simulation. Shooters in these kinds of games do exist: https://store.steampowered.com/app/722730/Cogmind/ but they exhibit the same constraints I mentioned
Imagination is our mind's output about things that are not conveyed. Please watch the video as Bartle explains it so elaborately. Text -> low input, high output.
Right, text is the lowest bandwidth form of communicating imagination. And to make up for that low bandwidth users have to exercise their own imagination. It's like storing actual vertices of a sphere, vs. having the client execute code to generate the vertices given a position and radius. This is as opposed to graphics where the creator has enough bandwidth to actually portray their imagination on the screen.
While there's undoubtedly an appeal to exercising one's own imagination, it introduces two key shortcomings. One, the users imagination doesn't always produce the expected output, and two by locking the interface into a text based interface a whole host of gameplay options are off the table. You're never going to have a text based racing game, or anything involving physics. There's a reason why almost all text based MUDs have a graph or grid based world and turn based gameplay: because that's all you can really do with a text based interface. You could build a racing minigame in a text based MUD but it's probably just be rolling checks against some kind of character stats rather than having the player actually guide a car around a track.
> the users imagination doesn't always produce the expected output
That's not a bug, it's a feature that literature uses quite a lot.
> You're never going to have a text based racing game
Actually thinking and typing fast in some MUDs can be vital.
> There's a reason why almost all text based MUDs have a graph or grid based world and turn based gameplay: because that's all you can really do with a text based interface
Roguelikes are turn-based, but MUDs are semi-real time (sort of turn based with short time limit).
The grid layout is essentially historical in the sense that users have certain expectations. Probably one could use GPS coordinates and Logo-style commands, nowadays even a rusted Raspi could handle that.
But builders and makers are, I believe, more interested in world-, story- and character- building than in technical feats like this. And so are the players.
i made a text based horse-racing game. it's just different. a different medium and experience. i remember an old DOS professional wrestling game that was text and i found it more fun than the wrestling arcade game. my memories of it have better graphics even.
You commonly hear that "the book is better than the movie."
I think there are many reasons for this (one being omitting details for the sake of time), but the main reason is probably that text leaves more to the imagination.
If what this quote is referring to is the fact that text based mediums force us to use our own imaginations, it's actually because of the opposite: text is exceeding low bandwidth for communicating imagination, and because of that low bandwidth users need to fill in the gaps with their own.