I have no idea. I have some speculation, but nothing sure-fire. Turning RPGs into a long term sustainable business has never worked out well. Most companies default to expansions followed by an edition-cycle of constant upgrades. Other publishers produce different games instead between edition cycles, prolonging editions, or variations of the same game system with different licences.
Sustaining the same edition with the same game for longer than five years... that's going into unknown territory.
I am not interested in all those changes, that were only driven by the edition switches.Starting with a new Realms campaign setting would be sweet. It's the one campaign setting that has really changed since the previous version of the setting guide.
The 3e version was solid. A 5e one is likely taking a step back in that direction which could help. It could even try and present things in a roughly era agnostic fashion, with history and details off both the pre-Spellplague and post-Sundering eras.I am not interested in all those changes, that were only driven by the edition switches.
For me, 3e FRCS is the definitive version. The value of an upgrade would be 5e mechanics for its zillion subclasses, spells and what not.
And that I simply don't see happening. With good reason, I might add.
A new Birthright setting would be much more exciting to me, for example.
7. Most importantly I would hire a larger company and spend a greater deal of money to create a D&D MMORPG that would dominate the market. I would model it on Everquest 1 or World of Warcraft incorporating the amazing amount of intellectual property D&D has amassed into a very detailed world including individual racial cities. I would probably use Forgotten Realms to do it. I would bring that world to life in a way as yet unseen. I would take a huge financial risk to do it because I am 100% confident that if I spend the money to do the game right, it will be a huge hit with the MMORPG community. It is obvious that D&D was the inspiration for fantasy MMORPGs. No game has a larger library of fantasy material that would translate into MMORGP than D&D. The fact they haven't leveraged this into the ultimate MMORPG is a criminal underutilization of D&D's intellectual property. Someone has been unwilling to spend the cash to make the ultimate D&D MMORPG. I would be the guy that finally said, "I will show you that the investment is worth it. Do a D&D MMORGP right, you will make WoW and Everquest look like what they are: imitations of the Grand Daddy of fantasy games."
I don't think that would go over well. Many MMOs with massive budgets and popular licenses have failed to take over the market away from the current leader. Part of the problem, I think, is sort of a population inertia. A lot of people don't come keep going back to WoW because it is absolutely the best MMO ever made, but because they know more people playing WoW than any other MMO. You can make the best absolutely more awesome-est MMO that someone has ever seen, but if you can't get their friends over as well then you haven't really even won them over. Not to mention you also have to come up with a well designed MMO with extensive end game PvE content(and PvP content as well since that is pretty much a given in any MMO nowadays) that can appeal to both casual gamers and hardcore gamers and that doesn't try to outWoW WoW(so you would probably need something revolutionary mechanics wise to differentiate it from your standard tab target holy trinity MMO) and it would have to launch in a playable state against an MMO that is known for poaching good ideas from it's competitors. This new D&D MMO would have to also launch during a time when subscription based MMOs are an endangered species and have a solid plan for using a F2P model. As long as that 7 million subscriber giant is around, it's going to strangle a lot of MMOs right in the crib.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.