I've always thought a RL using Chinese ideograms would be interesting. Not having tried the game at hand, I share the concerns that it might become heavy UI-wise, though. The characters are pretty subtle to distinguish for someone with little or no training. I think it would make sense to try and use a lot of "simple" characters (with few strokes), or maybe reserve the more complex characters for either a certain category of beings (ie. monsters and npcs have elaborate characters, whilst landscapes and items have "cleaner" signs) – or for content that pops up later in the game, letting the player start out with something more easy on the eyes. Using basic signs will also typically land you with characters that resemble what they actually mean (signs like "tree" and "water" are what I mean, as opposed to "farmer" and "fence", which might get muddled).
But I do think a players will pick up reoccurring signs quite quickly. I remember a period of playing a lot of Chinese Chess, where the pieces have ideograms written on them. After just a few games, I learned to recognize the characters quite well.
Also, you can probably utilize the system with radicals (composite signs). For instance, consider 魚 (fish) and 鯨 (whale), where the latter sign is made up of the former as a radical on the left side, plus the right hand radical 京 (meaning ten quadrillions, apparently). This may not be the best example, but my point is, if you can "teach" the player some simpler signs ("fish") in the beginning, s/he might see a more complex character ("whale") and think: "Well, this should be something pertaining to or similar to a fish." Finding some clever way to utilize this might correspond to the use of colours in traditional ascii Roguelikes.
As always,
Minotauros
PS. Please forgive/forget/correct my Chinese, of which I know nothing.