lulzfish said:
But if the idea is like, "Space RTS where you can trade with people and shoot stuff", then no. I don't think you can get paid for those kinds of ideas.
Too close for comfort there, buddy...
(The sad thing is that the whole SpaceRTS project isn't going very well, either; we lack a lot of momentum)
Oh, and a game idea doesn't just consist of a game element.
Sure, you can have nice concept art, or music, or a rough idea of how a game will work. You'll never get hired for that, however.
Usually, there are two ways that game ideas are created in the business world (afaik): Either the "indie way", or the "idea factory way".
With the indie way, there simply is someone who comes up with a *brilliant* game concept. Most of the time, this is something simple, like a new game mechanic, or an unexplored "game world" area. This guy instantly starts working on the concept, polishing the rough edges as it goes, adding artwork, refining the game structure. If it turns out that the project seems manageable, the guy will assemble a team and seek investors for the project, and the project will gain momentum. Some end products using this strategy would be for instance World Of Goo or Katamari Damacy: projects that are very innovative and push the frontiers of game design. Many open source projects also work this way (albeit mostly more structured). So, a project following this model always starts with a 'spark' that the rest of the concept can build on; this is mostly a detailed and structured design idea, and almost never artwork or media.
The idea factory way, on the other hand, works kind of the other way around: you start by developing elements of a project: a storyline, main characters, game concepts, concept art, design etc, in a special brainstorming team - an idea factory. This group of people essentially works in a very interactive manner, constantly brainstorming and restructuring. What the result of such a team's work is, is (in lack of a professional term) a
design document. So, the idea always is completely finished before work starts on the project, and coders and designers can in theory just directly start coding and designing the game, no questions asked. The kinds of games produced using this model are the big ones; games that are fun to play but almost never are innovative. Examples, well there are too many to count; all of the "AAA" titles basically (HalfLife 2, Warcraft, Sims, whatever).