I can see no reason whatsoever here. It's a dead end. It's better the developers realize it now before wasting their lives on it. Time to put off the nostalgic pink glasses.
>We hope OpenMW 1.0 will draw a lot of attention; in the form of new developers and even more importantly a massive amount of new testers.
Why should any developer come to this project when there are game engines like Unity, which allow to instantly jump into game development (and not engine development), which is proven to be stable and reliable on a whole lotta hardware configurations and many platforms, which consists of technologies and middleware that work seamlessly and are integrated with each other, which includes a quality toolset that is extendable by any user(one of the most important things!), contains a clean asset pipeline, can actually sell their game in the end?
Yeah, the thing with these Open Source Game engines is that they mostly thrown together by different open source libraries, which themselves are buggy, unstable, and only work on very few systems flawlessly (e.g. graphics shaders). Yes I experienced that. Exactly that. No matter where you go - just take look on devmaster.net and try some engines for yourself...
There is no support when one of the component dies (of course you can do everything yourself... spending additional years to bugfix them), most have a bad asset pipeline, no existing toolsets (which you need to implement yourself before any developer will be attracted to this - that's a goal of this project, isn't it?), often lack usability, different technologies (network layer, gui layer, rendering engine etc.) are not seamlessly integrated with each other leading to further issues, contain hardly any documentation (very important, as there are engines like e.g. NeoAxis Engine which look good on the first place but are practically dead because of the non-existing documentation. The mentioned people did exactly that: create an engine out of existing Open Source libraries and hacking them in a way so it works halfway... now after 10 years they consider to go open source...).
And besides, why should any developer be interested in working with a "The Elder Scrolls Construction Set" from 12 years ago, aside from the graphics (and even then they would use the Skyrim Creation Kit)? Source Code access? Overrated.Is it the open world engine? Then you have to consider this: most indie companies with < 10 people will never have the resources to implement a sandbox game like Morrowind in the first place. And where are the larger companies looking? Yeah, there are looking for an engine that is tested and stable and doesn't need additional years of work just to get the engine running.
Again, it's a totally dead end in every aspect. Of course I have read from the MiddleEarth Project from the beginning, but the project itself was a neverending story from anyone's eyes who has created a game from start to finish himself. I recall how proudly they announced how many square miles their terrain has... but then think about this: you must fill the world with something interesting, with gamecontent etc. And that's the thing which requires most of the work. Not only showing some procedurally generated terrain...
If this project will ever get finished in 2020 - and I doubt it will - nobody will be interested in it anyways at that time. It had its time until at maximum 2005 but afterwards hardly anyone was interested in Morrowind anymore, but some die-hard MW fans. And yeah, there was the "Morrowind Overhaul" but it was also too late to attract players anymore (and it still looked worse than Oblivion...). If things take too long, the fanbase, modders and developers move on to new grounds.
And as shihonage said: someday they will realize how pointless it is to re-iterate something that already exists. The motivation will eventually die.
In my opinion what these developers should do now at best is:
Stop the attempt to port Morrowind and focus on the game engine, so they have at least something to show. Polish the game engine, create a nice toolset, make the engine usable by developers. Make the engine work with huge worlds (such as Morrowind, which basically is tiled terrain), maybe integrate multiplayer capability, make it stable and reliable on many hardware configurations, create a documentation.
This way - and only this way - the work on the engine can have a future. But all this Morrowind-Porting is a total waste of time.