[QUOTE=Galuf the Dwarf]If I was really a game designer, I might not.
I'm mainly afraid of some person with computer skills who lacks ideas will take my ideas as theirs.
<snip>[/QUOTE]
*Whistles innocent and looks around*
Well - unlimited of all?
Then I'd make a RPG/Adventure game.
It should focus very strongly on character development with a skillpoint system, where the skills actually requiers you to make choices, so one can't become "God" at everything. (anti-Morrowind).
Also each quest/puzzle should have multiple way to solve depending on skills of a character.
Pick a lock on a door, strike it down or find a different route.
Climb a mountain, levitate using spells or find a different route.
Character development should requier a personality incoded into the character, so doing things "out of character" would enforce a personality shift A sophisticated form of D&D Alignment I think one can say, just personality wise instead of moral codes.
Factions should matter as well - because everything you do has to have consequences. For every action there is an equal oppersite reaction. So help a Lord with a problem and you might loose respect amongst the peasents or rivaling Lords.
Puzzles would have to challenge the players intellect - no more dumbed down "Towers of Hanoi" (Thanks SW:Kotor

) and no more simple killtasks withouth thoughts. "So I'm to kill that monster for reward, but the monster just saved a little child that had falled down a well"
Combat should be the means to an end, and not the end itself. So no combat "XP" at all. People shouldn't fight for the XP but because it is what their character would/could/should do.
NPCs should be as complex as the PC himself, maybe even more so (AI), becasue I hate "playing" in a bland and lifeless world. They should all have their own agendas and their own life (which means they move around).
Leveling up should be done either by completing tasks, goals or somesort when you utilizes a skill (ala morrowind but much less cheesy), the leveling should - like combat - not be the goal in the game. No completing tasks to level up or training skills by casting fireballs into a wall. All these things should be done because the PC wants to.
Lastly - the game should not be short. No more 20-30hours completion.
As for details, well - I haven't thought that out

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