well basically its really just an ISG but the mechanics and such a presented in a way that would be rather easy to replicate in a video game situation. The entire product would be suited for translation into a videogame. Thats the full thought with it.
That's the idea, sure. But there's questions to be resolved with it.
First off, what do you mean by being suited for translation into a video game? Video games have a strictly defined set of possible inputs and outputs, while forum games, like pen-and-paper games, have as a core part of their format the ability to improvise in unpredictable and highly varied ways. Do you mean to limit the options for player responses? I could see that working for a visual novel-like, but maybe not so much for an RPG-like (though you could do it similarly to Sunless Sea, which has rather plainly transparent mechanics that could potentially work in a forum RPG). This seems like the most significant thing to think about, since you'd basically need to be able to map out your game with a flowchart if it's going to have possibilities for branching story. Of course, this mapping can be done after the fact, so maybe it's not that much of a problem after all. In fact, you could use the ISG to map out the story in an organic fashion (since the replies would inevitably follow some form of sense), and then, when it's done, make alternate paths based on unused suggestions.
Secondly, what kind of video game? This is probably the most critical question. Visual novels, as mentioned, would be easiest. But perhaps you have another idea?