Warp9 said:
Really? I would have thought that people would be willing to work, if you pay them enough money.
The problem is this - you have an idea (not a complete design document with concept art, prototypes, details, technology requirements, marketing strategy, economic plan, what is going to make revenue, how to pay for the development and runtime, etc. etc. - quite a lot tasks not always related to the software itself). These two things are quite different - that does apply for pretty much any software project (and from experience, also when you design custom hardware which is manufactured). People often have many ideas - practically speaking I could brainstorm with few people in my company and we come up with hundreds of ideas, but the hard part is converting ideas into actual detailed projects and finishing those projects.
This counts double in ‘indie’ world - the only thing that counts is a finished product.
Of course, paying someone enough money to completely do the product from start is possible - and you may find such companies (it's just not going to be cheap). And at the end of day, it is not guaranteed success for you (most likely guaranteed failure). Making successful products is hard.
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So, my advice - start step by step. Rome wasn't built in a day. Learn how to make a small project, and make it. It doesn't matter what you start with - whether it is 'networked tic-tac-toe', 'running in 3D space around height mapped terrain burning tree sprites', ‘pong’ or ‘yet another scorched earth’ clone. If you want to do games based on your idea - just dumb the project down and do it.
It's also helpful to join compos like Ludum Dare or similar (and I still do it from time to time, although, former GameDev.net challenges were better due to having longer time ranges, instead of sleepless weekends). Do at least few in a solo way, then try to team up with others - if you don't have anyone to join - feel free to ask here around forums or even at LD page (I did team up with random person at least once or twice).