@Creed
Elaborating.
If Brad & NewCo want to make the game on the cheap, but ensure that people don't run out of content and get bored quickly, then in addition to Zones they need to do something along the lines of:
1. Level 40ish Cap. Every ten levels requires a ton of work, in Vanguard you had a lot to do until 40 at release, after level 40 there wasn't much and there was no raid content at release. The hardcore left when they had nothing left to do by April.
2. Slow curve. This is obvious, a long grind ensures that people are going to take time to hit the cap. Original EQ curve is probably necessary for NewCo's game.
3. Large level gap in dungeons (EQ). VG dungeons rarely had 5 levels difference between beginning and end - which meant that even in the original VG XP curve you outleveled the dungeon within a week. NewCo won't be able to make a lot of dungeons, so the ones they do make have to last for a while. Should be ten to fifteen levels between beginning mobs and final boss mobs (i.e. Lower Guk).
4. Solable outdoor mobs (VG). I disagree that every class was soloable in EQ, those of us who can't do 4 hours a day, every day (@Quaid between my regular work, my commute and writing I only really have free time on weekends) need to be able to do something even if we just login for an hour or 1/2 an hour a day.
5. No quest to cap. Requires a lot of game designer and QA time to create and test all the quests necessary to quest to cap in lieu of grinding. Remove XP from quest and make them only for faction, items or gold.
6. Various forms of Cock-blocking. Again, with only a limited number of zones and limited development resources Newco needs to include various forms of developer and player cock-blocking: contested mobs, rare spawns, rare spawns that rarely spawn with their rare loot. And of course the ultimate cock-block: limited itemization (EQ style versus VG loot pi?ata).
7. Two raid zones. The one "extravagance" should be to ensure their are at least two contested raid zones at release (or one in and one due within two months). Again VG lost its hardcore players because they had nothing to do by the end of March/Early April.
8. Limited start areas, limited leveling zones. Newco can't afford VG's one start area per race. Assume something like 6 races (Humans, Dwarves, Gnomes, Wood Elves, Drow, Ogres: 2 short, 3 medium, 1 large, 2 good, 2 neutral, 2 evil) combine start areas (for example Drow & Ogres, Dwarves & Gnomes, Humans & Wood Elves). Assuming three starting zones for 1-10 and no more than two zones per 10 levels thereafter (1-10 11-20, 21-30, 31-40, 40Raid) so you'll only need 6 leveling content zones (with "dungeons") plus two raiding content zones. Add in a few "connecting zones" with mostly easy to create outdoor content (think Karanas) and your're done.
9. Limited race/class combos. You want to encourage people to play alts. So enforce strict race/class combos - no fucking Ogre Paladins in SlowQuest. Furthermore, since each additional class requires significant development team - go Diku-basic: Warrior, Cleric, Wizard, Ranger, Enchanter, Monk (Tank, Healer, Magic DPS+Teleport, Melee DPS+Pet, CC, Puller+Evasive Off-Tank).
10. A fluid combat system based on Vanguard OT/DT system but streamlined like EQ. Still unbelievable that this hasn't been copied in another MMO. OT/DT was great in Vanguard, 60 button hotbars was not. So take a page from WoW's development and make one zone (Undercliffs of Blackenberry) then develop the combat using a limited hotbar (like EQ) but with VG's OT/DT. Make it fluid and reactive - LOTRO was ruined by it's crappy oddly timed combat system. Doesn't matter how much you spend or don't spend on an MMO if the combat sucks, the game sucks.
10 1/2. PvP Server for the folks that want it. I'm fine with an additional "Arena" PvP zone on the PvE server - but the main game has to be PvE. Don't balance for PvP.
11. Stretch goals. (@Gogojira) Storybrick like AI for a few humanoid races (Darkheart Orcs, Gnolls) - be a nice change to have at least one or two mobs that wandered around a bit to change things. Add additional races (Halflings, High Elves, Trolls and maybe an Anthropomorphic race or two: Badgers or Lions). Add additional classes (Paladin, Shadowknight, Bard, Rogue, Shaman, Magician, Druid, Blood Mage, Disciple, Berserker, Yada Yada Yada). An additional leveling zone per 10 levels and maybe an additional "Heroic"-level group dungeon for the endgame.
But Nothing in #11 until the first Ten things are fucking complete. They can always be added in $$ expansions.