I admire your willingness to take on something totally new to follow your passion.
You should, however, be aware of what you are planning to get into. I've done a bit of programming over the years but mostly project management, and unfortunately I see the same problems as the people who answered before me.
Unless it's a rather short game, you are looking at a long-term project that is not likely to generate sufficent income to pay for a full staff (at least one artist and one programmer, a proof reader per language), if anything at all. I support a few devs who make really great games yet still struggle to even afford good equipment for their work. The few people who can live of these games usually have a few projects or one really good game under their belt that earned them their credibility and support. First time projects start at zero credit and, statistically speaking, have a much higher chance of failing. So you will have to coordinate and, even more importantly, motivate people who probably don't know each other to work and stick with you over a prolonged period of time without any tangible reward beyond seeing your "baby" grow. That would be a challenge even for an experienced project manager.
And then there is the fact that you are aiming very high by wanting to create something that has never been done before, with "an unseen level of interaction". In my experience, it's easy to have big ideas and want to revolutionise the field, but reality often looks very different. The tools at your disposal, the time you have and the skills that you and your team members have will limit what you can achieve. Often the things that haven't been done before haven't been done for a reason, not because nobody had the idea before you. A good/bad example would be the game "Dog Days of Summer". It's a great game that I really love, but the dev added so many possible combinations and routes at one point that the development slowed down to a crawl for almost two years while they are trying to tie all the strings back together. I once saw a "walkthrough" that was basically a big, messy and barely understandable flow diagram that you could cover a wall with. Keeping it simple, especially when you are new to this, can make the difference between success and failure.
In short, you will have to be able to do a few things to succeed:
- Be able to sell your idea like it is the best thing the world has ever seen, so you can convince people to join your team or support the development.
- Keep your people motivated and invested for a long time, even if there are temporary setbacks.
- Mediate when there are disagreements between team members.
- Coordinate the work, set schedules and make your people stick to the schedule. Remember that you have nothing but your inter-personal skills to do this since they will mostly work for free in their free time.
- Make people replaceable without rubbing it in their faces. This might sound cynical, but you have to be ready to lose someone for whatever reasons without it killing the project. So keep your own copies of all assets, scenes and uncompresed renders; call them backups, if neccessary, and protect them against sabotage by disgruntled team members. Make sure that your programmer(s) keep their code clean and well documented. That way an experienced replacement will find it much easier to take over.
- Be really good at your part of the creative work. You will have to be a shining example or you will find it difficult to motivate others to give their best.
- Be realistic and consistent. Frequently changing goals or schedules and too much wishful thinking are a project's bane.
- Be able to react spontaneously yet calmly and rationally, even when shit hits the fan. Don't let setbacks get to you and keep looking forward, but also take the time to analyse your failures and learn from them.
Now, I don't want to discourage you from making your dream come true. On the contrary: I wish you all the best and would like to see you succeed some day. But until then, you should take it step by step.
As a first step, you should be looking at your writing. You have an idea, but do you have any experience as a writer? If not, maybe attend a writer's workshop to learn not just how to write, but also how to plot a story, design characters, keep track of developments and their impacts on the world and characters. If you think you are a good writer, maybe write some short stories or try to turn your idea into a novella first. Publish your writings on an online platform like Literotica and try to get some feedback, because we humans are, unfortunately, pretty useless as critics of our own works.
Once you've got that part right, take the next step and aquire a new skill. Learn to code or to do 3D-art or to draw. It will take a lot of time but you will be building the neccessary skill sets for your project.
Finally, when you have the neccessary skills: Start with something easy. A short story turned into a game, perhaps. Then look at the feedback and learn from it. Don't rush into the big projects until you are confident that you can handle them.
Bonus tip: If possible, find a mentor. Someone who has already finished a project and is willing to lend you an ear and give a few tips whenever you are facing a problem.
Good luck, best wishes and hope to see your idea turn into a game one day!