MUDs are text-based worlds - WoW and MMORPGs are graphically based worlds. I think you could create a real-time world that could be both.
The prerequisite is Python. Riftshadow is a great game, but I'm not personally interested in learning C++, and this is more of a
hobby situation.
So I've got two approaches, and I'm researching to see which will be easier to implement: (haha, ladies where are you going?)
Learning
PyOpenGL, with
PyGame's python translations of the 'NEHE Tutorials' - apparently a famous set of C++ OpenGL tutorials.
The second thought is writing a Python wrapper for ioquake3.
My modelling program of choice is Rhino, which uses the
openNURBS file format; this is secondary though: for now I can use Rhino to convert NURBS models to a mesh.
The basic idea is a tiered sort of pre-loading. Say you've got a hexagon shaped "map". When I fire up ioquake3, a default map with 4 bots running around used about 100k kb of memory (I never know if it's mb or MB or what). So basically, load 7 "maps" at any given time. i.e., the room you're in plus each possible exit - a scalable world with out any load times, ever - at the expense of graphic quality. (the advantage of MUDS!!)
At the transition between rooms, you drop one and load another; a master "server" (planet) tracks as much detail as practical for the planet. i.e., a mob is in a "room", which is as small as the system running it can handle. the RNG subdivides the details as a point of consciousness moves into the semi-known.
so yeah.. python wrapper of ioquake3 or PyOpenGL. Beating heart, calm down!