There are several MMOS that have been developed by one man teams recently: Agar.io, Slither.io, Sherwood Dungeon, Love, Minecraft
I hate derailing the topic this much, but here goes a little:
That first "M" in "Massively Multilpayer Online" means something. Multiplayer games can commonly handle a few hundred players. If interactions are limited they can sometimes handle into the thousands of players. The term "massively multiplayer", was originally used for games with over 100,000 concurrent players, and inside the industry generally means even more than that. An online game with hundreds or even thousands of players is not "massive". Even a multiplayer game with hundreds or thousands is not "massive". When it approaches or exceeds six figures of concurrent players -- not in lobbies that go to small games, but actually large groups together -- then it becomes an MMO.
Slither.io. Started as a one-man gig. A game could handle up to about 200 concurrent players before they became unplayable. The one-man developer became a multi-developer team, rewriting the servers to handle 500 concurrent players. MO, but not MMO.
Agar.io. The first version was by one individual. Then he started working with Miniclip, rebuilding the game and expanding it considerably. Even so, a map can have 128 concurrent players, so hardly MMO. Yes they have a high total player count, but they are all independent from each other and certainly not in the hundreds of thousands in the same world. Many thousands in the lobby, but that's different and an enormous number of products can boast of that feat. That is branding and player count in parallel multiplayer games, not concurrent players together in a massively multiplayer environment.
Sherwood Dungeon. Like the others, started out as a small online game by a single developer, and based on blogs and the wikia site his original system did scale rather well to about 4000 concurrent players. He was also an industry veteran. Looking it up online, he started around 2004 as a hobby, and slowly started growing it by himself. He quit his day job in 2006. By 2008 there was another worker, his wife. Soon there were "other respective parties", and everything shifting from "I" to "we" around 2010. Early 2015 he announced plans for a mobile edition that still doesn't exist, and a year ago the developer said he's getting a job as a regular programmer in another game studio. So it was a large-sized multiplayer online game, but never approached massively multiplayer scale.
And Minecraft. Notch made the first versions by himself, and if you played it from 2009 to 2010 it was by himself. If you joined in during the initial Alpha version you were looking at a roughly 10-person team. The credits listed in 2011, the "prerelease 1.9" version had 16 people. By the time they reached "beta" they'd hired and brought in double that many people again, and various people at the rapidly-growing company said they nearly rewrote the entire rendering system and most of the networking system, and they completely replaced everything on the server side. It had grown to roughly a hundred when Microsoft bought it in 2014, and with all the ports the total developer count is much more. The Minecraft you have played for the past four years had over a thousand work-years on it, far more than a single developer could do in ten lifetimes.
YES, an individual developer can build a game in the spirit of something larger, and with the goals of it becoming large. That is encouraged. Over in the Multiplayer and Network Forum FAQ are some documents where various people -- including that forum's moderator -- build MOG's quickly, including a small game server built in about four hours of work in Python. It could likely handle several hundred players, maybe even a few thousand concurrent players. A few people leveraged similar systems to put together full-fledged MOG's in about a week, no problem if you keep it minimal and know what you are doing. There have been Multiplayer Online Games since the 1970s, then called MUD (Multi-User Dungeon) and MUSH (a more social variant) games, and they are entirely within a single developer's scope.
NO, an individual developer does not have the capacity to build an MMO, in the real meaning of Massively Multiplayer Online Game, because even the most powerful off-the-shelf tools cannot handle it without a large team of experts and an enormous pool of money.
And trying to stay on topic as best we can, for a regular online game, the data that would be placed in a database can likely use any database system. Some designs may lend themselves slightly toward different solutions, but any of them should work in general. If a person has a specific reason to exclude one it should be excluded, but likely any of them would work.