It's also fascinating to see that Stroustrup's Rule (see https://www.thefeedbackloop.xyz/stroustrups-rule-and-layering-over-time/) applies to text adventure UIs too.
Whilst they have a nice natural language syntax "go west", common commands quickly get abbreviated into something shorter.
Related Posts
An ad hoc, informally-specified, bug-ridden, slow implementation of half of a text adventure game -- or as I like to call it, a compiler.
I've added syntax highlighting to the prompt of my programming language!
It's not strictly necessary, but it's nice to have. It caught a bug with lexing incomplete string literals too.
Blogging about my programming language project: choosing the basic syntax!
https://www.garden-lang.org/blog/syntax.html