An MMO is much more work than a multiplayer game, which is much more work than a single-player game. It's like O(n\\^2) vs O(n) vs. O(1) stuff.
For starters, the architecture for each type is much different. Layer on the company-level concerns, and you get even more disparity between them. This is site gospel; please don't argue it.
So, can you start from a completely inexperienced and un-pedigreed starting point and end up with a viable MMO? Theoretically, yes. And, there are stories out there of this. But, for every success one can find, I can't imagine the number of failures we can't hear about. Be aware you have picked the hardest road at that point. To use the first analogy in the thread, companies do take aerospace engineering students and put them on the Shuttle project. But, the equivalent to you + MMO is to put an aerospace student in charge of creating Lockheed Martin. Yeah, likely to fail is an understatement.
BTW, the assets and the architecture are parallel concerns, but not the same. You could create great concepts, models, and other works that essentially could be dropped into any of the architectural choices.
Practically-speaking, what you want to do is create a knock-out concept portfolio to excite some programmers to put aside their ideas for their own stuff to work on your idea. (Unless you want to be a small-team indie or be in better control of your destiny, where you'd also want to learn to code properly.) Forget investors and publishers for now, because they won't listen until you get past this step.
The key thing now is to put together a knock-out demo of your concept/world using all your current best skills. You have to excite people to volunteer time they could just as well put wholly to their own personal gain, rather than share it with you.