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@bentaels.taels.net out of curiosity, do you know any good references for UI/UX in text-based mediums when it comes to games? I'm thinking things like Adventure/Roguelikes (literally), Zork-likes, and MUDs from the past where there are narrative but still systems like inventory and shops and stuff?

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Yes, like lessons learned over the last 20+ years. It's great to have modern examples of good - for some strange reason I know where to find some. But I'm looking for more of the nuts and bolts behind the theory. The base stuff I'm working with is UI/UX from the early 90s.

Just so I completely understand you are asking for references for UX of the UI that goes alongside an ASCII/very low pixel style (Rogue/Adventure) game and/or a text adventure? (Like Zork)

Yes, moreso a text adventure style game. There are definitely some out there that use both. But I'm thinking along the lines of readability and UX with text-based menus, character sheets, and shop interfaces. I know a lot of UI/UX stuff out there covers graphical interfaces, but what about not? rofl

Other than those a lot of things that apply to graphical interfaces can also be applied to text in terms of how to attract attention, information hierarchy, when/where input is expected, etc Depending on the game you might want to use web standards for how to indicate something is clickable.