Was going to ask if this was a Vanguard jab but it's really the tale of every MMO not named WoW.
edit: quoting myself as I was going to edit the original post but forum logged me off
Above all things the truth of that statement should serve as a cautionary tale to anyone making or funding MMOs. Instead we have zenimax (TESO) saying "ready or not, april bitches!".
I look back at that keynote speech Rob Pardo gave at the GDC right after WoW hit it big. You remember the one, the key blizzard design paradigms? "concentrated coolness, control is king, etc"
Every game made after that used it as a checklist for designing their games. The formula was used, everything was copied, from animations, models, UI, character advancement, combat, etc. It's all been done and even improved upon since in the many clones that followed. And they've all failed. What did they do wrong? gamers nitpick over this feature or that, same-y-ness vs too different, etc. None of it matters.
The one thing that WoW did that hasn't been tried yet by god damn anybody is "don't release until you are ready". And more than anything this has proved to be the only thing that WoW had (has) that nobody else does.
I understand there is financial considerations at play but at the outset when you start one of these ventures this should be the first question you answer. Do you have the funds to see it through to the end? If you don't, the lessons learned from every mmo released since WoW should be; Why even start?
I think its great you're deviating from the norm and making a niche game. I'm just not sure KS is the way to go, but i'm not sure if finding a financial backer is any better. Either way you're kind of in a bind. On one hand you're eeking out donations to fund the game, the other you lose control of when and how it's released. But of all the lessons from other games and certainly you learned from Vanguard, you cannot release before the game is ready, or don't bother at all.
The only game that I can think of that was forced to release before it was ready and actually became a success is Eve Online, and it succeeds as it offers a niche, something nobody else does, does it better than anyone else who tries, and it has zero competition. And even it was released pre-WoW when games could survive at bad start and slowly grow over time.
I don't think a group based PVE game is niche enough, or rather, that you can differentiate what your game offers vs the norm, to do what Eve does and dominate its field. every game has group PVE, dungeons/raids that provide "hard" content for groups. You gotta really sell the vision and why the vision is different than whats already out there, in a way that really sets you apart.