Which people also say a lot. That they don't want to sacrifice gameplay to get better graphics. As if you can't have both.
I would put to you this then...
Imagine a text based game that used the GPU mostly for non-graphics related calculations. Imagine if the RPG pre-generated the world terrain when you installed it ~or even every time you started a new character.
Imagine that this RPG cached a gig database instead of a gig of textures, and used a chatbot with a list of personality traits for every NPC in the game ~and adjusted any dialog to match their mannerisms, as well as drew upon a dynamic (and ever increasing) collection of events that have transpired in the game, and witnessed by whom; to better simulate an abstract description of the world's reaction to the player's PC.
An RPG where your mage casts a fireball at entrenched bandits ~and damages the bridge... and it slows /or halts trade to the towns beyond it; or if it were a dam that broke, would flood the towns further down river.
This game could allow the PC to decide to tunnel under a siege wall, and collapse the corner ~and need not have been something the developers anticipated (though not likely
); Just that the wall collapsed because it was tunneled under, and that meant that the wall could be passed via the collapsed spot. This would not require graphics to depict the collapsing wall, just a very detailed collection of potential (and reusable) results to actions performed on an object.
Quests that could spring up from player action (or inaction)... Say the PC set bear traps in a cave ~and left them. Then happened to come back weeks later in the game, to find out that a few locals got stuck in the traps (the game may determine that one died, and so a funeral is commencing... and the town sheriff might even hire the PC to find the culprit :laugh:). Quite a hell of a lot of gameplay freedom opens up when you don't have to depict it all in realtime animation.
A PC that improves their strength tremendously could then be influencing others due to their appearance, or they could get a magical disease and look emaciated and half dead ~with no need to illustrate it, thus no limitations on what they could look like. ~and yes I'm serious.
Now there is no reason such a game could not include graphics, whether still frame images, or abstract archetypal imagery ~or even more detailed animation... but the the thing to consider is that the more they illustrate visually, the more they take away from the freedom they have to describe virtually anything ~and a good description can provoke imagery in the player's imagination that is personal to them ~and possibly better and more affecting that what their artists could have dreamed up as animation. :shrug: