Multi-core isn't necessary at all, although BMax does support it.
Yes it is, and no it doesn't.
Regrettably I must inform you that you are factually wrong on both counts. Firstly, I have sucessfully compiled a multi-threaded test application in BlitzMax, as have others. It's on the SVN if you'd care to look, possibly in a distro by now (I havnt looked in a while). Additionally MMO's have been around a lot longer than the multi-core fad, it is not essential to make use of multi-threading technology to write an MMO. Sure, I wont disagree you can do more with more processing power, but it is not a minimum stipulation just because you are writing an MMO. Running 60 odd 3D objects and receiving net data for them is not going to enforce a mandatorry requirement of making your application dual core, which as i've pointed out, you've refuted, and i've now provenanced Blitz Max supports anyway. On this point, you are, i'm sorry to say, utterly incorrect.
Really? What possible amount of data are you using that sends more than 6GB of data between blades and 1 GB (per link) data each second to the SAN? I think you need to rethink your data model. CPU power will always be more important, because as amount of data (and thus utilized link bandwidth) increases linearly, processing power required increases, in a best case scenario quadruply, a more average scenario polynomially. Thus even on a relatively inexpensive SAN, you will max out your blade server capacity well before your SAN.
I think I would need to study the business model more closely, remembering that this is a forum of mostly indi coders and Blitz is aimed at the indi market yes? MMO's do not require a minimum specification of a Blade server. In many models the server applications, or in some smaller business models, application (singular) can sit on any ordinary web server, or more commonly for indi-stuff a standard dedi Windows box. If you take a look around data centres you'll see not just rack mounted units, but also mini-ATX machines and other small form factor computers. You don't instantly need a Cray XPS or IBM's finest just because you're selling your game with an online business model.
Infact for many smaller MMO's it makes more business sense to use smaller machinery so that normal capacity is spread over more than 1 machine, giving you redundancy and fault tolerance in cases of a disaster. Again, you're taking the concept that all MMO's have to be like WoW with billions of players, this isn't the case.
I simply said that I thought your idea of how the data is organized in large MMOs was naive.
From one off-hand comment in a post which wasn't going in-depth at all you have summised an aweful lot. You sir, in my view, have trolled and sought argument on purpose for whatever reason I don't know, I can't explain why you felt need to imply I knew nothing of MMO's from a post which merely stated that you could write an MMO in Blitz - here is an example of somebody who has done it...
However, whilst i'm busy compiling multi-threaded applications in Blitz and planning the MMO i'm writing commercially next year, i'll be the one not thinking twice about someone who thought they knew better and didn't on an internet forum.