I will say that after playing a large number of RPGs that convey most or all of their story and choices in dialogue boxes, then playing Dark Souls that conveys it all through environment and organic choices, I do have a great appreciation for the latter method. The first Deus Ex did this pretty well too, many of the major choices could be made without the player realising they had made a choice. Compare that to Bioware's games that make sure you know you are making THE CHOICE in a dialogue box.
I'm not so sure how that could be applied to GSGs, though. Shifting more historical events to something like EU4's disaster system might be good, but that still involves plenty of text boxes. I personally enjoy the events anyway.