Wow!
Although it was a bit harsh, I would have to agree with AgentSam. I see this on many game design sites. People get a group together and say "Let's make a game," with no idea for a game or any real plan.
Game design is not an easy thing. It needs planning and structure. It involves many aspects, including, (but not limited to), story, art, sound, level design, etc.
Your post is suggesting no one here is serious. EVERYONE on this site has the serious intention of creating a game or they wouldn't be here.
If you are serious about creating a game you need to begin with a Game Design Document.
Here is a sample:
This is a generic outline and may not address needs for all game genres. It is intended as a starting place for game design.
I: Title Page
A: Game Name / Code Name
B: Copyright Information
C: Version Number, Author, Date
II: Table of Contents
III: Design History - Listing descriptions of each major version changes
IV: Section 1: Game Overview
A: Game Concept
B: Feature Set
C: Genre
D: Target Audience
E: Game Flow Summary - How does the player move, both through the framing interface and the game itself.
F: Look and Feel - What is the basic look and feel of the game? What is the visual style?
G: Project Scope - Number of Locations, levels, NPC's weapons, etc.
V: Section 2: Game Play and Mechanics
A: Gameplay
1. Game Progression
2. Mission/Challenge Structure
3. Puzzle Structure
4. Objectives, Play flow
B: Mechanics
1. Physics
2. Movement (general movement, other movement)
3. Objects (picking up object, moving objects)
4. Actions (Switches and buttons; Picking up, carrying and dropping; Talking; Reading)
5. Combat (If there is combat or conflict, how is it modeled?)
6. Economy (What is the economy of the game? How does it work?)
C: Screen Flow
1. Screen Flow Chart
2. Screen Descriptions (What is the purpose of each screen?)
3. Main menu, Options screen, etc.
D: Game Options - What are the options and how do they affect game play and mechanics?
E: Replaying and Saving
F: Cheats and Easter eggs
VI: Section 3: Story, Setting and Character
A: Story and Narrative
1. Back Story
2. Plot Elements
3. Game Progression
4. License Considerations
5. Cut Scenes (Actor, Descriptions, Story board, Script)
B: Game World
1. General Look and Feel of the World
2. Area #1 (General Description, Physical Characteristics, Levels that use the area, Connections to other areas)
3. Area #2 (etc.)
C: Characters
1. Character #1
a. Back Story
b. Personality
c. Look (Physical Characteristics, Animations)
d. Special Abilities
e. Relevance to the game story
f. Relationship to other characters
g. Statistics
2. Character #2 (etc.)
VII: Section 4: Levels
A: Level #1
1. Synopsis
2. Introductory Material (cut scene, mission briefing)
3. Objectives
4. Physical Description
5. Map
6. Critical Path
7. Encounters
8. Level Walkthrough
9. Closing Material
B: Level #2 (etc.)
C: Training Level (etc.)
VIII: Section 5: Interface
A: Visual System (HUD - What controls, Menus, Rendering System, Camera, Lighting models)
B: Control System (How does the game player control the game? What are the specific commands?)
C: Audio
D: Music
E: Sound Effects
F: Help System
IX: Section 6: Artificial Interface
A: Opponent AI - The active opponent that plays against the player and therefore requires strategic decision making (How is it to be designed?)
B: Enemy AI - Villians and Monsters
C: Non-combat Characters
D: Friendly Characters
E: Support AI (Player and Collision Detection, Pathfinding)
X: Section 7: Technical
A: Target Hardware
B: Development hardware and software
C: Development procedures and standards
D: Game Engine
E: Network
F: Scripting Language
G: etc.
XI: Section 8: Game Art
A: Concept Art
B: Style Guidelines
C: Characters
D: Environments
E: Equipment
F: Cut Scenes
G: Miscellaneous
XII: Section 9: Secondary Software
A: Editor
B: Installer
C: Update Software
XIII: Section 10: Management
A: Detailed Schedule
B: Budget
C: Risk Analysis
D: Localization Plan
E: Test Plan
XIV: Appendices
A: Asset List
1. Art
2. Model and Texture List
3. Animation List
4. Effects List
5. Interface Art List
6. Cut Scene List
B: Sound
1. Environmental Sounds
2. Weapon Sounds
3. Interface Sounds
C: Music
1. Ambient
2. Action
3. Victory
4. Defeat
D: Voice
1. Actor #1 Lines
2. Actor #2 Lines
3. etc.
ORIGINAL SOURCE: Mark Baldwin (Baldwin Consulting), baldwinconsulting.org, Oct 10, 2005 (site is no longer active)
David Sears