I'm at point now where I realize the client.htm page I am working on should be compatible with any other server written in any other language, which is a good point to be. :)
In order for this to happen, the actual server I'm working on should be barebones get-the-job-done quick-and-dirty style. Below are the comments I have written that outline my way to do so.
My approach is that everything in-game is an "item", including players and buildings. One does not need to be actually "logged in" to see the world - thus as soon as the client is loaded the server will send it the "world" to be rendered before it even knows the player's name.
The server itself only "adds" or "deletes" items from this "world". When an item is added, it will last for one-minute and then the server will delete it and let the client know it deleted the item. The client can then decide what to do with the expired item, ie: a tomato plant becomes a tomato. The client can do this by adding the tomato after the plant expires.
Every two-seconds the client will send a list of items to add and delete while receiving a list of items in-game. To move, the client would send the command to delete the player's item and then add a new item for the player in the new location. While the server itself will have no concept of a "player" or an "inventory", the client can still be programmed to let people pickup and drop items.
I expect lag ... this is a different engine than Queville, and even different than 'dragon'. But I see a lot of potential, especially in the "simulation" genre of games.
// Accepted Server Commands:
// Add [item][z] Put item on map
// Delete [item][z] Delete item on map
// Server then sends Commands:
// Server then returns Items: