I've never had an idea that couldn't 'technically' be realised in DBP. The problem is I get as many as 15 on an off day and only half an idea when I am actually sitting at the keyboard wanting to start a new project. Thankfully inspiration is never far off, and a quick visit to the pub normally sorts me out.
Certainly my team could not produce Halflife 2 or Doom 3, we just dont have the time and yes, we lack the skill *hates to admit that*, but we certainly could write a game of the same genre with some superior aspects that could find it's own niche - if that was what Banshee where all about, it *could* be done.
Personally I have long since shyed away from really big projects, but our next release Transfusion is somewhat of a halfway house. It has taken us months to develop and it isn't finished yet, for a team that normally writes games over a single weekend it is a huge leap - and now we have the 'facility' for an MMORG we might even start making one of those soon.
I always said I wouldn't attempt something as big as an MMORG without the infrastructure in place to do it, well now by coincidence we have that infrastructure so it is a possibility for the future. I'd like our userbase to be a bit bigger, running at nearly 30,000 unique IP#'s to the webpage last month, it's not really enough to turn into an active MMORG user base, but could be good for a small game.
Then there's the utilities for the DBP community i've always wanted to write. That replacement for the matrix system, that rival for cartography shop, that art package, that 3d modeller with a 'fresh' approach...
Then there's the little games I fancy writting because I think the gameplay would be good, then there's long term big projects I sometimes return too and never finish. Then there's all the ideas from the rest of the team...
So many ideas, so little willingness to get off my butt and actually put the 783 hours a day in that it would all take...
Pneumatic Dryll