Keldryn
Arcane
First of all, there is confusion about what "ideas" mean. I don't mean it in a way that you come up with some high level idea, like "oh, let's make a game about A with mechanic B". I mean it as actual design, where you come up with detailed gameplay mechanics, which is actually a lot of VERY important work that is, in my opinion, not given enough attention in modern games, whether AAA or indie.
Of course it is very important work. Nobody here said that it wasn't. We're also not confused about what "ideas" mean. If you haven't produced something playble then guess what? You're an "ideas guy."
I think everyone trying to be a programmer and/or artist is a terrible idea myself, because it is extremely inefficient.
EVERY game designer can only benefit from acquiring some programming and artistic skills (preferably both). While you don't need to be able to create production-ready models and textures, it takes some degree of artistic ability to build good-looking environments from the modular pieces created by the artists. Likewise, you don't need to be able to write low-level rendering code and pathfinding algorithms, but being able to script the higher-level behavior in your scenes/levels/etc is a huge benefit (initializing, spawning creatures/enemies, getting ambient behaviors set up, determining when an enemy will notice the player, etc).
I should spend years making some shitty mods, then spend more time learning game programming even though that doesn't interest me in the slightest just so I can be a shitty 2nd rate game programmer just so I can finally get to design interesting games?
I certainly never said that.
No, don't learn "game programming" unless you want to be a programmer. I still suggest joining an existing mod or game team doing some level design work before you try to tackle sometime as ambitious as designing an entire game. This is mainly to give you a small taste of what making a game is actually like.
If you don't want to go that route (which I know you don't), you will have far greater chances of success if you can prototype your core gameplay ideas on your own, rather than looking for someone else to do it for you. You said you don't want to program and that's why I suggested looking at visual scripting tools like Playmaker (for Unity). Playmaker is perhaps not objectively the best visual scripting tool for Unity, but it is easily the most popular and thus has the largest support community around it, which is invaluable. Virtually all of the top-tier Unity packages feature integration with Playmaker, which essentially means that you can use Playmaker to integrate all of those systems: Dialogue System for Unity, Inventory Pro, Behavior Designer, and dozens more. In general, almost everything in the Unity API or a package's API is exposed through Playmaker actions, so there is very little that you can't do in Playmaker that you could do via scripting. It won't always be the optimal or most efficient way, of course.
And it is especially important to be able to prototype your own ideas if you want to work with experienced developers. The only people who get excited talking about potential gameplay ideas with someone who has never made a game are ... other people who have never worked on a game. And trust me, you want to work with people who have at least a bit of experience, if only because they've already had their game development dreams crushed by reality and now have much more realistic expectations.
Or every good game programmer should try to make his own game, even though most of their ideas are terrible, as evidenced by the current glut of these horrible indie games that god knows who buys and plays?
This is your inexperience talking.
Virtually no ideas survive implementation intact. In many cases, it isn't that the idea was terrible, it's that the developer did not spend sufficient time iterating on the design and gathering feedback. Great ideas are screwed up by poor execution all of the time. Of course some ideas are actually terrible, but you can't know for certain until you try to implement it. People come up with ideas that seem brilliant but are ultimately revealed to be unworkable all of the time, too.
So you have some "great" ideas while good game programmers mostly have "terrible" ideas, despite the fact that your ideas have never even been put through the process of implementation and theirs have. You might want to take that arrogance down a few notches if you want other developers to take you seriously.
How about people instead stick to what they are actually good? Yes, yes I know, how would they know if I am any good at design since I don't have anything on my resume, but that's the point of meeting up with like-minded people and talking about games and ideas. If these sound like shit, they are free to walk away.
TL:DR; Stop talking about games and ideas and start making something. Nobody with any experience wants to work with an inexperienced but enthusiastic "designer" brimming with ambitious ideas. Sorry to burst your bubble. Don't look for like-minded people to talk to game ideas about, look for a set of tools that you can use to actually build something with your ideas.