Mostly what KingMike said -- it is all predominately 2d graphics. If you want to talk about specific implementations in different systems then that becomes a topic worth discussing as different systems will have all sorts of restrictions (background tiles might be a fixed size but sprites could be various kinds of custom sizes, to say nothing of general memory restrictions or resolution restrictions) and hardware accelerated options (flips, scales, mapping, texture mapping...), probably also some oddities like bitmap graphics (rather than colours defined by a palette you can get per pixel colours).
Such things are invariably where the discussion of graphics hardware for a given system has to go, and indeed newer systems usually gain more abilities to manipulate such graphics beyond their predecessors (compare say a GBA http://problemkaputt.de/gbatek.htm#lcdobjoamattributes
to a NES http://wiki.nesdev.com/w/index.php/PPU_OAM
or even a C64 https://www.c64-wiki.com/index.php/Sprite
About the only thing to say, and KingMike already said it, is fonts are usually given to whatever to whatever the background type graphics setup is called on a given piece of hardware. If you are doing a lot of text you would be foolish to not use that for any system I have looked at, however puzzle games might only have a handful of characters, especially in a Japanese game, and as such I have seen them end up as sprites from time to time.