Ok so not being anybody in the mmo industry other then a player and thus having no knowledge of what it takes to actually make a Mmorpg, I ask this of the devs that visit these forums...
With game development systems like hero engine that allow you to make your own Mmorpg on their system using their servers for a monthly fee per developer connection, how realistic is it to believe that the average joe like myself can produce a low budget mmo?
I know it's pie in the sky thinking, but seriously, what would be the expectations of what is needed, who is needed, and time to market?
I am assuming I would need an artist, animator, systems developer, and game designer. Keep in mind, my goal would be to make something for me and my friends to play. Profit would have no factor at all, and in fact I would go in to the project expecting to lose 100% of the investment as payment for delivered enjoyment... Aka expensive hobby.
Lets say the team goal was to make a game the size of original EQ's Freeport, commonlands, and that undead dungeon off of commonlands (the name of which fails me now). Assume for this initial build, there would be one playable race (human), five playable classes (warrior, cleric, rogue, enchanter, monk), and roughly 15 monsters (skeleton, etc).
Are we talking thousands, tens of thousands, hundreds of thousands, or millions of dollars? Keep in mind the hero engine cloud pricing is very cheap, so were not talking about any engine development licensing or development costs in this estimate. Last time I checked it seemed like the hero engine yearly cost per developer connection was something like a hundred dollars a year, so it's nothing compared to licensing unreal engine or anything like it.