I said I was shooting for that many hours, not that it would end up being that many. Aim high! However, I don't think that's nearly as hard to tackle as you feel it is.
What is your reasoning based on? You've admitted yourself you have no experience and no track record. By that same logic, I can say it's easy to climb a mountain even though I've never done it before.
Yes, for a puzzle game, any 3D game, etc that would extremely time consuming and difficult. I'm talking about a 2D game, which is a thousand times easier to draw. As for writing, I can easily complete a storyline near that length. This is a large project, but I never said it was small or easy. My plan is to have this made over 9-12 months in our free time.
Let's break down the numbers. Say you and every team member spends a year on the game using free time. Let's say free time means 2 days a week on average (the weekends). That's 104 days, or just over three months. Do you really believe any programmer or artist can deliver the results you are looking for in just 3 months of work? If such people exist, I imagine they're already working at a commercial game company being paid $100,000+ a year.
I'm not asking anyone to quit their job or choose this project over paid projects. I'm looking for people looking for a fun, creative and unique project to add to their portfolio that would likely get them a little money as a perk. If I was aiming specifically for financial success I would be doing fundraising at the moment and paying as we go. As for why someone should join my team and work on this project, it would be the game itself. Yes, I haven't stated much about the game itself, but I'm not comfortable yet posting the game's raw details to the entire forums. However, if anyone sees this thread and is interested in a 2D RPG combining nostalgic style with modern concepts and unique systems, then they would probably talk to me and I would give them more information. Anyone is free to say no. That is up to them. I have to track record or resume.
Which means there are no compelling reason to join your project. You have no demo, no screen shots or concept art, no info, no experience, and no reason for them to join beyond a vague idea. Anyone interested in the project is either inexperienced or simply wants to collaborate and isn't taking it very seriously. It's not possible to run a team of inexperienced people, and if they have some experience but aren't taking it seriously you are just as worse off.
This is my first project, but I've already found a few people interested in my project, so that doesn't seem to matter too much when you have interesting concepts to get their attention.
You may have skipped over this line in my original post:
A naive or inexperienced developer might buy into what you're selling, but any developer of value needs to believe in you if they're going to work with you.
(Also, ~20% wouldn't be a minority share. I myself would only be receiving around 20%, as would the programmer, artist and possibly other team members. As I said it is not a set number, because I am not sure how many team members I will have.)
Have you worked on a team before? What qualifies you to lead a team? What happens if there's a disagreement on the direction of the game halfway through? What if your programmer vanishes after a few months? What if the artist quits the project and takes his work with him? What if you find out your composer actually plagiarised the music tracks for the game? If you think any of these things I've outlined are outlandish, you are in for a surprise.
Yes, game sales are very important to those involved in the project, including myself. At the moment however I'm focusing entirely on building a team and writing the project and designing it's mechanics and features. At the moment however all I know is Steam. I already plan to look further into vendors as the project progresses.
Do you know anything about Steam? Even very talented indies with countless years of experience have difficulty getting on Steam. You are going to have a lot of people pissed off at you if you don't deliver on you end of the bargain. Saying you are focused on building the team is not a good enough answer if a team member was counting on royalties to help pay their rent.
All that aside, I'm confident I can make this game.
There's nothing wrong with wanting to make an RPG, but the scope you've outlined is a lot for even experienced developers. There's nothing wrong with working on a team, but leading a team with no experience and requiring such a large team to make the project work is extremely unrealistic. There's nothing wrong with selling a game, but developers selling their first game is rare because the game is no where near good enough to be sold.
There's really not much more I can say beyond what has been said already. If you feel there is no path for you other than an extremely ambitious RPG requiring several other talented people working in harmony for a year, then you will probably learn about game development the hard way.