Before you begin to make an MMORPG, make sure of course you know what one is, and some terminology of the subject in both the general fields, and also specifically on several game mechanics.
Question one brings up something very important, for your answer to it will decide how to pursue the project. It will tell you your Resources, Market, Audience and Competition. These four concepts explain what your goals will be once your MMOG is actually on the field for being played.
First off, let's go back to the question. Do you want an MMO, and if so, which?
And Massively Multiplayer Game is a feat in its own. There are games out there that have multi-million dollar budgets, and finance
s from Massively Multiplayer Games, and the world takes them seriously. No longer are MMOs the home made server creations of the 1990s. They are businesses, complete with CEOS, and Budget Meetings. That doesn't mean your MMO needs all that, but it's something to consider before stepping into the big leagues? It's dog eat dog, and you need to take the heat.
However, an MMOG has its benefits. Its a type of game that is online, and creates a dedicated audience. People come back to play, because the game is always updating, and offers player to player experiences. It isn't your average game that you download and play alone, or when others are about. There are usually people ALWAYS around in a popular MMO, its an addiction (some say,) and it can grab you right in.
So you want to build that MMO? Well there's several ways to approach.