Can you clarify what kind of game you would like to make? Turn based or real-time?
Since you're not interested in flash or silverlight solutions (which can use sockets and thus scale well with thousands of users) you can use javascript and use ajax to send and receive data.
Essentially you can use ajax like a socket by sending out input then letting the script "long poll" the server by having the server delay responding to it until it has data to send. The only problem is that you can only keep a connection open for so long before it times out (~30 seconds). This isn't usually a problem though since you're passing data back and forth frequently.
I'd research fastCGI (or so I believe it can work like this) and have a game server daemon respond to the requests directly. That way it can open a single database connection and process all of the clients quickly. While this isn't necessary it would probably scale really well if implemented correctly.
At the moment I've been making a proof of concept that's kind of naive. (Less naive than using the database as state and just using PHP scripts to update and receive the database's state. I should note though that for a only a few users and your own database this works rather well. I had 20 clients walking around at 100 ms updates. Sure it doesn't scale well and kills the database with 10 connections per client per second but it "works"). Basically the idea is that I have javascript generate packets and sends them to a PHP script. That PHP script opens a unix domain socket and forwards the data to a C++ daemon. Haven't benchmarked it though, so it's hard to tell how well it'll scale.
If you feel comfortable though I really do recommend learning flash and socket networking. Using Epoll on linux or IOCP on windows you can host hundreds of clients. I've done tests of 100 clients on a C# socket server in the past and it took less than 5% CPU handling constant streams of small packets.