@bear: I think there's room to experiment with graphical UIs that extrapolate on the abstractness you're talking about.
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In a GUI, they could have name tags with their initials, or attached icons to indicate they are questgivers, or whatever. Using a GUI also makes it easier to put more tactical info directly in the map (health bars, animated hits/misses), relieving the player of having to glance over at the message log every turn.
Oh, definitely true that. Attaching name tags, health bars, quest giver icons, etc. is all extending tactically and strategically important symbolic information, and I like all of it! The more the merrier, that isn't the problem at all! Where I have a problem is when we allow (visual) depiction to start distorting or obscuring (symbolic) representation - when I can observe that something is different but not know whether the difference is intended to represent something tactically or strategically important.
There is a very necessary role for symbols in an abstract game. Symbols must not be distorted (or embellished or added to...) if there is even the slightest chance that distortion will make their interpretation as symbols uncertain. As long as you can avoid that possibility, I have no problem with sighted people getting all happy about pretty pictures. And if you find a symbolic vocabulary that allows you to graphically add more unambiguous information to the display (health bars, etc) that's awesome too - but then don't distort those symbols either!
Roguelike games present a sort of extreme here, because we need to distinguish, with certainty, among literally hundreds of different kinds of tactically different entities within the games. We need those tactically different entities represented as symbols to show their tactical identities, and we need to know whether anything we're looking at does or does not represent a different symbol as opposed to some minor variation or circumstance applied to a known symbol.