I think you're right! Back in high school (like 17 years ago) a bunch of us wanted to make a MUD together and that was pretty fun when looking back on it. This set me on a path to finding out how to learn to program because the project blew up shortly after it began. After this blew up, my best friend and I went off on our own and modified a copy of FastROM 2.4b (Ivan's OLC and copyover). This is where we started to really learn about game design on our own. We released this a few years later, in the early 2000's and it was mildly successful but a few years later in 2005 the code base (I pretty much did a total conversion on it by this point) was hitting its limit and RL got in the way so we shut it down. When we decided to restart it, from the ground up in another language in 2012, we sort of realized how much experience we gained from those previous projects. So far we've had a lot of fun and learned even more about the do's and don'ts. It'll be put to the test wen we leave beta next year.
I'm not saying we make great games but our small group of players seem to like it - far from it. I'm just a random guy who has a no-name MUD. But I think anyone with passion about games and is more concerned about making things fun and enjoyable for their players have the chance to make a fun and interesting game. This is why I think Steam is great and the large number of Indie developers/games on there. A lot of small innovation/different/unique games at low costs, this is just good. And the more people making games and learning what makes a good one, in their own unique way, is even better.
The act of designing a system and how players will use and interact it is awesome. I particularly enjoy looking to MtG for some inspiration - the thought of having various pieces interact in ways you can't predict is great. I always make sure to include some form of this in new classes to see what the players do with it. I've been surprised some times at what players do and how ingenious with them. Then, the reality sets in and I have to code it up, ahhh, that's the nature of things, I suppose