Its totally possible to make a large online game with proper procedural generation of geometry and sharded servers for zones. It's a bit of work but it's doable. Games are not about content, they're about multiplayer experience. Online games don't need content or scenario or background. A game without story is a software product. Not saying this is not a scam though, but real of the old gods proved it was possible to…
"Games are not about content, they're about multiplayer experience. Online games don't need content or scenario or background." With a few notable exceptions, this is literally not true. Just do a survey of all the big money-earning PC MMOs or phone games. Picking a random result from page 1 of the google results for "best selling MMORPGs" - I'll place their list here and comment on it: Guild Wars: (I worked on this…
> Art is one of the biggest expenses in a commercially-produced MMO. There's a LOT of it, it's time intensive to create, and it has to be turned around fast
That thread mostly focused on how unrealistic it is for one person to develop an MMO by themselves, which is not exactly the case here. But it gives a bit of a taste as to why MMORPG is one of the most challenging game genres to succeed with. "Half of all MMOs commercially developed never release; half the survivors immediately fail", and the remaining successes almost all have staggeringly huge amounts of art & lore like you mentioned.
[1] https://www.reddit.com/r/gaming/comments/p1ssv/dear_internet...