It is also important to remember that many of the "choices" of old about gameplay styles were in fact not choices but a matter of necessity. The endless underground labyrinths where every section looked like the previous one, came down to the developers being able to create a 100+ section maze using only 2 or 3 different tile-sets.
The same applies to text adventures. As soon as passable graphics became available (e.g. Monkey Island) it was the end of text adventures … the same as "talkies" became the end of silent movies, colour movies became the end of black and white movies, etc, etc, etc.