The thread looks interesting, so let me give you my insight as someone who plays a lot of games in general, although this is just my views and opinions, and i'm not exactly what you called an expert in programming, but hopefully my insight can help you or make you ponder on some stuff.
Making an open world game with a lot of stats and characters looks quiet easy at first, just stick stuff in, make commands according to stats, and done. Problem is, this isn't as easy as people would usually think. Since you want to make this game accordingly to your wish and fetish, you'll need to know the platform the game is going to take place first. Usually Unity is the best choice for this types of game, but another problem arises, starting from assets, commands and programs behind it, ideas and characters, direction of the story, not to mention sound effects and music.
If you want to make a game out of it, you're either going to need a team which i'm sure you need to pay or you can do it yourself. You'll definitely going to need a team if you want to make the game into something that is actually enjoyable and has a lot of implementation and ideas inside it. You'll also need to distribute your ideas somewhere and make it big enough for people to support you. This is way easier said than done, but mostly game developers failed at this stage due to the project either too hard to make by them self or there's just not enough interest from other people. You're going to need to make something that works, distribute it and advertise it, hoping that it'll work, and then finally once you gain enough interest you can start a fund raising like Patreon to get people to pay for you to make a team on your own, which you now need to have the idea sorted out for new team members to understand the direction and implementation the game is going and to program it accordingly, although now that you have people paying money for you, you have to give those said people exclusive content and additional stuff like cheats or something else.
Deadlines and more work hours are going to be a thing now since this has turned into a job, you have to pay your members daily. Suddenly, you realize there's a bug and that your game has places that goes out of bounds. More patches. The code you make breaks the stats, causing it to not work properly. More patches. The animation is hella weird and the story is not engaging enough, and you're in a shitty time. Finally, after months, your game reaches it's first stable build and people try to play it, only to realize that the amount that you have put in actually is just 1 hour and 20 minutes of stable content and people want more.
Finally, your game has cover the very bare minimum of your corruption fetish and hentai websites has heard your Patreon name. Suddenly, F95zone says hi and stole your undies at night, and you woke up realizing that your Patreon follower will not increase much in followers since 1 of your Patreon subscriber decided to be a good guy and shares your Exclusive content to F95zone and torrent websites. Ow man, there goes your "should've been mine" revenue.
After 2 years, the game is has just reached beta, now with its hard earned original character, complex stats that hasn't finished, and a decent "55% rating on Rotten Tomatoes" story. Your team is now consisting of a 4 programmers and revenue isn't looking so good since the game hasn't really took off after a while. Suddenly you realize that the game isn't actually what you thought it should've been and it actually falls short of your expectation, especially in gameplay and main story. Can't really change it now, and you gotta work with it.
Guess what, you got bored, people lost their interest since development is too slow, and the reviews on F95zone discourage your hard work. Suddenly, you either :
A. Decide that the game ain't worth it anymore, and decide to close it
B. Rush the game and make it complete even though it's way far from your originally expectation
C. Decide that the game has been "finished", and moved on to another project
Not a lot of people succeed on making a game for the first time, especially without any knowledge of game development and market demand on the first place, since you have to be unique and engaging, which is not only hard, but frikin rare.
Back to the present, team seems to be a bad idea, so you decide to do it alone.
You're going to be able to write the story on your own and to make the chara yourself. You learn how to program and all, problem is it takes too frikin long. You reach your first beta, with all of your expectation 3.5 years later. Too late dude.
Point is, making the game with decent stats is already hella hard. Complex use of stats that correlates with the story? Seems like a far fetched dream. My advice is for you to make smaller and focused fetish first. Gameplay is the usual "repetitive style" of a porn game, but it works out. Maybe try using RPG maker just to train the ability to make a story? Maybe make an animation using unity as a base just to train your ability to animate that hentai scene and ability to make proper texture for your world?
Are your ideas doable? Hell yea.
Will it take a long time to make the game into a good corruption game that people would actually like and reference back to? Hell yea
Will the idea crash and burn if you try to make it without any prior experience in aspect of coding, story telling, animation, texture making, gameplay, proper music/sfx, characteristic npc, and finally, the very point of the game, the main fetish itself? Hell yea dude.
Very short way to answer your question is that your idea is doable, but whether people will make it or you will make it is questionable, since making the game the way you want it to is money and time consuming, while it doesn't really give anything back most of the time.
Making an open world game with a lot of stats and characters looks quiet easy at first, just stick stuff in, make commands according to stats, and done. Problem is, this isn't as easy as people would usually think. Since you want to make this game accordingly to your wish and fetish, you'll need to know the platform the game is going to take place first. Usually Unity is the best choice for this types of game, but another problem arises, starting from assets, commands and programs behind it, ideas and characters, direction of the story, not to mention sound effects and music.
If you want to make a game out of it, you're either going to need a team which i'm sure you need to pay or you can do it yourself. You'll definitely going to need a team if you want to make the game into something that is actually enjoyable and has a lot of implementation and ideas inside it. You'll also need to distribute your ideas somewhere and make it big enough for people to support you. This is way easier said than done, but mostly game developers failed at this stage due to the project either too hard to make by them self or there's just not enough interest from other people. You're going to need to make something that works, distribute it and advertise it, hoping that it'll work, and then finally once you gain enough interest you can start a fund raising like Patreon to get people to pay for you to make a team on your own, which you now need to have the idea sorted out for new team members to understand the direction and implementation the game is going and to program it accordingly, although now that you have people paying money for you, you have to give those said people exclusive content and additional stuff like cheats or something else.
Deadlines and more work hours are going to be a thing now since this has turned into a job, you have to pay your members daily. Suddenly, you realize there's a bug and that your game has places that goes out of bounds. More patches. The code you make breaks the stats, causing it to not work properly. More patches. The animation is hella weird and the story is not engaging enough, and you're in a shitty time. Finally, after months, your game reaches it's first stable build and people try to play it, only to realize that the amount that you have put in actually is just 1 hour and 20 minutes of stable content and people want more.
Finally, your game has cover the very bare minimum of your corruption fetish and hentai websites has heard your Patreon name. Suddenly, F95zone says hi and stole your undies at night, and you woke up realizing that your Patreon follower will not increase much in followers since 1 of your Patreon subscriber decided to be a good guy and shares your Exclusive content to F95zone and torrent websites. Ow man, there goes your "should've been mine" revenue.
After 2 years, the game is has just reached beta, now with its hard earned original character, complex stats that hasn't finished, and a decent "55% rating on Rotten Tomatoes" story. Your team is now consisting of a 4 programmers and revenue isn't looking so good since the game hasn't really took off after a while. Suddenly you realize that the game isn't actually what you thought it should've been and it actually falls short of your expectation, especially in gameplay and main story. Can't really change it now, and you gotta work with it.
Guess what, you got bored, people lost their interest since development is too slow, and the reviews on F95zone discourage your hard work. Suddenly, you either :
A. Decide that the game ain't worth it anymore, and decide to close it
B. Rush the game and make it complete even though it's way far from your originally expectation
C. Decide that the game has been "finished", and moved on to another project
Not a lot of people succeed on making a game for the first time, especially without any knowledge of game development and market demand on the first place, since you have to be unique and engaging, which is not only hard, but frikin rare.
Back to the present, team seems to be a bad idea, so you decide to do it alone.
You're going to be able to write the story on your own and to make the chara yourself. You learn how to program and all, problem is it takes too frikin long. You reach your first beta, with all of your expectation 3.5 years later. Too late dude.
Point is, making the game with decent stats is already hella hard. Complex use of stats that correlates with the story? Seems like a far fetched dream. My advice is for you to make smaller and focused fetish first. Gameplay is the usual "repetitive style" of a porn game, but it works out. Maybe try using RPG maker just to train the ability to make a story? Maybe make an animation using unity as a base just to train your ability to animate that hentai scene and ability to make proper texture for your world?
Are your ideas doable? Hell yea.
Will it take a long time to make the game into a good corruption game that people would actually like and reference back to? Hell yea
Will the idea crash and burn if you try to make it without any prior experience in aspect of coding, story telling, animation, texture making, gameplay, proper music/sfx, characteristic npc, and finally, the very point of the game, the main fetish itself? Hell yea dude.
Very short way to answer your question is that your idea is doable, but whether people will make it or you will make it is questionable, since making the game the way you want it to is money and time consuming, while it doesn't really give anything back most of the time.