I found the part you called attention to very interesting. Setting aside the possibility that the poster didn't capture their intended meaning in what they wrote, it seems to exemplify the notion that the mechanic itself can stand for what happens in the fiction. It would match cases in detailed combat minigames for systems with simple-fail (in that context, at least) where misses receive no further narration.
I wondered whether the ability of game mechanics to stand in for language like this, means that they can supplement language i.e. count as sufficient narration of whatever they represent in the game world? Before excluding that out of hand, it should be obvious that the words "crumbling rocks" are no more the actual crumbling rocks than the mechanic is the struggle and failure to make progress up the wall. @AlViking seems to say that the mechanic says everything necessary to be said, while you seem to desire additional narration in the form of "crumbling rocks".