Obviously this is mostly my opinion.
The thing is - ideas are a dime a dozen - many of us think we have that great mega-idea, nearly every day some kid here is making "The next" one or another. It's easy to think up a game that's "going to have all these cool features, and elements and everything's going to be SO cool" - realizing it is another thing entirely.
Very few people who actually do things will want to work for an idea. And even with sufficient funding an idea can go perfectly wrong - every year plenty of multi-million games flop loudly.
So if you don't have the art skills or the code skills you would need at least excellent leadership and planning skills. If you make a very detailed plan of your game idea, write down how everything should work, describe the systems well (i.e. not just "The guy does a cool attack", but "The player character does damage based on this and that, within this time, which is affected by the skills, etc") then you might be able to approach some people and, possibly, get them to do some of that base work. Then by actually checking that work, making sure it sticks to that plan you might arrive at a product.