Anyone who reads that statement and instantly thinks that it's all easy is really not prepared for game programming. I mean, they are right. If you take an animated character model, and play it's animation - that's about this much code:
Sync on
Sync rate 0
Load object "dancing_monkey.x",1
Loop object 1
Do
sync
Loop
To be honest, the first time I tried DBC, I got little butterflies in me belly because I'd been looking for something like that for years. When you get the camera running over a matrix and figure out how to make basic water and sky, you do get a buzz of creativity and it seems like writing a big RPG game is within grasp - to a point it is.
Doing the things needed in an RPG is easy.
Making a character for an RPG is easy.
It's game logic, weapon and item handling, character AI, interface design, and just plain bad design that'll kill your RPG. It soon becomes aparant that there's a ways to go before a project of that calibre is sensible to start, so instead of learning, they decide that their idea is soooo cool that experienced artists and coders will simply chew their arms off to get to work on it.
Frankly it has to be said that a solo RPG project has a better survival rate than team based MMORPG's - because people who get solo projects like that off the ground can do that because they're experienced enough to handle it - if they weren't then the project would be hurriedly forgotten about, like some embarassing incident.
My advice, don't even start unless you've made 3 different games already - decide on your ultimate game and some projects to tackle before it, like games that have some of the same elements. If your RPG idea has vehicles in it, FPS camera, and hand to hand combat as well - then that's a racing game, a FPS, and a beat-em-up before you even should start thinking too deeply about it. It's the only way IMO, ill-experience in such important gameplay factors would be project suicide. That's no biggie though, that should'nt be a problem, because unless you have an unquenchable desire to make your game it won't get made - and with that desire you'll be prepared to put in the required work. I suppose I'm saying that if your game does'nt get made then there's really nobody to blame but yourself, if you don't know it - learn it and stop bitching, it's never that difficult once you get started with the right attitude.
Anyone who makes their first project an MMORPG needs a dry slap.
Van-B
Put those fiery biscuits away!