It looks like you're new here. If you want to get involved, click one of these buttons!
What are the areas to consider when designing and developing a new MMO? Things that cost money and time?
Combat System
Art work
Content, world Size
Content, Quests
Content, Dungeons
Content, cities, towns etc
Lore
Classes
Races
Apparel, weapons, armor or clothes
Spells, melee and ranged
Polish
What else?
Well shave my back and call me an elf! -- Oghren
Comments
Time and money-wise, for a DIKU style MMO, it's all about the content.
Character customization options
Servers
Story & Cutscenes (in some games)
Animations
Crafting, Gathering
Search system
Grouping mechanics
Grouping content
Solo content
Monster design, behaviour (AI) and skills
Class adjustments
Character progression system
PvP (in some games)
Payment options, customer service and infrastructure
Marketing
And god forbid if you want to innovate at the same time..
And if any of these features is lacking, huge Q_Q ensues by the players who do not get what it takes to build an MMO. You just have to prioritize or it won't work.
Network code, hardware, testing (alpha testing, not beta testing done by players). Also if you are making a 3D game then a lot of time and/or money will go into either creating a 3D and physics engine yourself or using a third party one like Unreal Engines which can cost upwards of $500.000 for a licence.
My gaming blog
QA
Loot tables, merchant tables....
quest design, level design
Community management
Crafting systems
Economic systems
Vehicle/mount systems
and ideally: Housing systems.
There's an excellent 4 part (each is short) article posted at this developer blog.
"I'm building a company, not a game."
A very worthy read with figures and explanations.
Once upon a time....
Most of the money goes on art and sound, though both of these decline post launch, it is still where the majority of your budget will go.