Originally Posted by JeromeGrasdyke
Hm, well... if i may offer a few words of advice :bow:
It will be hard. At CA we have funding, which means we can keep a full staff of trained professional programmers, experienced designers, and all-around good talented folks who do this stuff every day for weeks and months and years. We don't have motivational problems because this is our daily bread, and we have publisher-imposed deadlines to set goals for us. We've done several games of this type, and know the genre pretty well by now. And even then we have trouble with certain parts of the job.
As you noted yourself, getting people to stick with such a large and ambitious project would be your first problem - so get people with real passion to join. Then there's "avoiding drift"... a lot of enthusiast projects like this lose time and energy because there is no clear goal, and often no reward for getting there; getting people to finish things on time is problem number two - get a project dictator who is ruthless about these things, and is not afraid to shout at people (i'm perfectly serious). Then there's quality control... finding good people and making sure there is a feedback mechanism in place to actually vet the quality of work and improve what is not up to scratch is another.... problem number three - get competent team leads who know their fields.
There are many more, but if you can crack the above three problems you'd have a chance of actually finishing it, as you'd be avoiding three major causes of Open Source project death: people deserting the project, stuff never getting finished, and things turning to unuseable low-quality goo.
It'd be a fairly substantial technical challenge too - just to give you some idea of the size of something like Rome, it was about 55 man-years of programming time altogether, and only about a quarter of that was the graphics engine. And that's not even mentioning the challenge of making it flexible enough to support multiple different projects, which adds some to the difficulty.