Text can be more than the words written on the screen… or page if you are from the previous millennium I guess. The written word can carry additional meanings hidden in between the individual words and phrases, extra bits of information inferrable from the larger body of text. Facts that are not explicit, but instead implicitly embedded into it, through context, subtext, inferable information, etc.
The point is, text in a game doesn’t need to spell everything out; it can leave things unspoken, yet clear. Or in other applications, some information is purposefully omitted from explicit mention for various reasons. But today I’m not going to talk about being vague… I’ll get back to that another time. Today I’m going to discuss being subtle with the information passed to the audience through text… and in some extended sense, dialogue.