That's a tough question, really. In actuality, we can make our own type, nonfiction music if you will, because of the nonfiction setting. However, I imagine it to be a sci-fi type of music.
Am I the only one wondering what exactly "nonfiction music" is supposed to be?
Also: If you need to solicit people to program and create the visual and musical content for your game... what exactly are you contributing to the project? It sounds like you're not really bringing much to the table except "design" and trying to see who on the Internet will do the rest of the work for you. At the very least, you will need extensive design documents and plans to present to people, especially if design is all you're doing. Do not ask people to start programming, drawing, or composing for your game until you can tell them precisely what it is they're supposed to be programming, drawing, or composing. You do not seem to know any of this yet. My advice? Go back to the drawing board, write up some extensive design documents (plot, setting, game mechanics, aesthetic sense, anything that you need), then start asking around for help, because right now, you have nothing to show.
In my very honest opinion, coming to a message board with a vague idea about a game, and assuming the game is going to somehow turn out "very profitable" despite little description, presumably little experience, no team, no visible portfolio, nothing to vouch for you, and few relevant skills to bring to the table yourself... that really is the height of arrogance. You don't even seem very clear on what you want your own game to be, and don't have a handle on any of the technical aspects (why do you assume it should be C++ even though you aren't a programmer, or MIDI even though you clearly know little about audio?), so why are you assuming your own nebulous, wispy design ideas are so lucrative?
By the way: Why in God's name would you be considering MIDI in 2011? Speaking as a person who knows at least a little bit about digital audio, this is the worst possible option you could have thought of. The only reason to distribute music on MIDI is if you literally are putting it out via floppy disk or 56k modem or something. It's not 1994, and we're not running DOS. You can't even guarantee a MIDI will sound similar across different systems (unless you put a lot of work into that, of course). There is virtually no reason to even consider it, trust me.
Whilst I am able to create pixel graphics, I was putting out for Pixel Artists in case there were those with greater skill than me, as performed by the previous Pixel Artist I was going to use.
I've drawn up a 36 page document thus far which covers all the features required to be built into the game, as well as how the game should be built. Admittantly, it also needs more details technical-side, which are to be filled in on discussion with the team-to-be.
I intend not to publicly release this document. I have given the Contents table, and is all I intend to release on it, publicly.
Alongside the document, I also have a work flow chart in what elements are to be met and by when, with a selection of colour-coded responses to that element's progress.
I do not "know any of <Via Stella>" yet, because I wanted it to be a team effort. I have a clear idea of what I want Via Stella to be, but I did not want to affect input from other team members on ideas by pre-meditated thoughts inplanted by my own desires.
I didn't come to a message board, I came to a place where I know I can find friends.
Admittantly, I haven't explained the project in a professional manner.
I've been "making games" since I was 13 (Not that you can count RPG Maker as making games
) or so, nearly 22 now, and have travelled the wide internet in experience and research in how a game works.
Again, as for my own skills, I am capable of Pixel graphics.
In terms of Arrogance, the irony is, that you are making all these less-than-kind derogative observations, as opposed to asking me questions. No love lost, however. <3
C++ is, by my own experience with meeting programmers, a fair balance between what is most well known, least buggy and most powerful. If a programmer were to have to leave the team, I'd rather not have the game half-written in a language that the next guy doesn't know.
Via Stella is a 2D Pixel game, using classic-appearing 32x64 sprites. Whilst MP3 is lovely, you can't undermine the beautiful nostalgia of the MIDI, which would not be out of place for the game's appearance.
I do not believe my game shall be "lucrative", but I do expect it to be able to sell on Steam. The game hits on a niche, I haven't met a decent Space RPG/Simulation since Freelancer, and even that didn't have much going for it on the Simulation side.