Here's what someone with money/funding should make:
A game that is its own game engine, map creator, gamemode/ruleset creator.
You set it up so anyone with a console or PC can host a server, or if people want to pay- dedicated servers - and the server just runs whatever rules that the players themselves create. More popular gamemodes/rulesets and maps will get upvoted and forked/distributed via a global server, so that nobody gets bored and frustrated with an old, abandoned, unbalanced game. You only need around 5% of players actually making stuff at any one given time for all this to work.
You could then recreate games like Halo, TF2, you name it - all from combining modular physics, graphics and procedural components by using Notepad or whatever. Ideally though you have a 3d editor, e.g. 3d grid-based level editor for an aimy shooty - but this can all work on consoles and with minimal UI fuss and easy to use without documentation.
Map downloads are tiny because it's only a re-ordering of existing 3d data. Players just join the servers they like and that moves people around to better game sessions constantly = improved experience along time. Eventually you will get players who work together in a collaborative 3d editor to create their own games, and cool stuff like that.
The main thing is to focus on freeing up control to people who will put in the time, while not trying to make money through impossible amounts of grinding just so you can afford to run the game month to month and sit on it without letting any of your paid customers actually use that software to make it better (Guns and Robots, FF14, Robocraft, most F2P games and MMOs). "Build it, they will come"UE4's editor is now free, but there may actually be a better engine for a simple game that just needs complex player-created game rules
http://forums.paradox3d.net/t/minecraft-like-voxel-game/148