The player is constantly exploring different environments on different worlds, in an RPG/FPS like capacity, the story is semi-linear so the only environment for one particular world that needs to be created is the one in which the current mission is set.
Yes, that's possible. It requires alot of content, and content = money.
New worlds and their environments will be created on a consistent basis as more instalments are released to showcase the depth of the universe and to keep the player invested in the game/story. The content I have is so vast that this will need a lot of time to accurately convey the story I have written, however it is done in a way which avoids monotony.
More content = more content creators (artists, 3D modellers, composers, level manufacturers, quest implementers, etc...) = costs more money.
A focus on realism, extremely polished and realistic graphically to bring to life the futuristic setting and high intensity gameplay portions, as well as bring an emotional factor. All tied together with accurate physics to bring a visceral feel to combat gameplay.
Polish = work = workers = costs money
"extremely polished" = costs more money
"high intensity gameplay", "accurate physics", "Realistic graphics" = more work = costs more money AND higher-skilled work = costs more money
believe me its nothing like Mass Effect or any other game you have played. If it was I wouldn't have bothered making this thread
Yes, but everyone says that (and also everyone says, "otherwise I wouldn't be wasting your time"). Since everyone who has no budget and no experience says that, then nobody is going to give the multi-million (often hundred-million or more for AAA games), budget necessary for you to make it.
All you gave us was the same kind of marketing vomit that we hear every E3 from every generic first person shooter developer. Saying, "Yea but I actually mean it! You'll all be really amazed! It's incredible! Amazing! Revolutionary! It'll change the face of the industry as we know it!", you might as well say "It'll cure cancer!", because even if it does cure cancer, nobody will believe you, and so nobody will fund you.
I purposely left the details vague [...] Is this game idea possible?
Yes, this is all "possible", but you didn't give any meaningful details, so we can't give detailed advice if you don't ask detailed questions.
The problem is ideas don't make games.
[Ideas + Lots of skilled labor + Lots of time] is what makes games.
If you don't already have [Lots of skilled labor], you can buy poor labor (for buggy broken games) for tens of millions of dollars. Skilled labor costs hundreds of millions.
Let's do the math. At an average of $80,000 for skilled labor, you'd require at least 2.5 years and at least 100 employees (graphic programmers, gameplay programmers, network programmers, artists, composers, 3D modelers, animators, voice-actors, motion-capture actors, lawyers, directors, quality assurance, etc... etc...).
That's a bare minimum of $20 million just for the labor, and that's excluding other business costs like healthcare for all the employees, renting a large enough building, the costs of all their expensive equipment, and so on.
And then you got to factor in marketing (which is equal to your development costs for big studios) because word of mouth doesn't do it alone except in freak incidents and cannot be depended on even for good games, and then you still got other costs like customer support after release.
The more you cut back your vision, the lower you can bring the costs. But if you talk AAA, you need AAA budgets, which are often $50 million or more, sometimes multiple hundreds of millions. These are just the ones we know about, and their known costs often only show a part of the real costs. This is rather typical.
If you go through that list, and ask yourself, "Is my game going to be better than this game?" then look at the cost, and say, "then I need a budget bigger than this game."
While not 100% accurate, it's close enough to the real picture (ignoring flukes that you cannot depend on) that it ought to give you a better idea of what you're up against.
Oh, and the farther back the game was created in time, the more money it'll cost to make something equivalent. It originally cost $40 million to make the *original* first release of WoW, way back in 2004. To make the same game today, but with modern graphics and modern gameplay, it would cost triple that or more. It's not inflation, it's that the costs to develop AAA games have been climbing higher and higher over the past 10 years as graphics have improved and hardware and player expectations have changed.
[Note: I don't work in the industry myself, so this information is 2nd and 3rd hand that I've picked up from accumulated reading over the years. It may be a little bit off, but it should be reasonably accurate]