Now there are rooms, and the objects are IN THEM! I have rediscovered the ancient Phoenecian principle of THINGS BEING IN OTHER THINGS. I just need to implement connections between rooms and I'll be on par with the ancient Greeks in terms of MUD technology.
That's a big difference between MUDs and graphical MUDs: by necessity graphical worlds have more concrete infraroom space, since you have to draw it for the player. On a MUCK one might have something like a faux seating system--sit couch etc and the room description shows you sitting on a couch--but all the . That's eminently flexible, but it has to be reexplained whenever someone enters for them to have the benefit of the visualization.
Of course without that, you get things like a friend's anecdote from Furcadia in which he was admiring their dancing--presumably walking around each other and the like--and it transpired they were supposed to be... you know. So unless your avatars can articulate body parts individually, the flexibility of text is good.
(On the subject of articulating body parts individually, I keep wondering how well a wired marionette would work as a graphical MU* interface. Any UI folk with thoughts are quite welcome to drop a comment or line.)