No, not like that obviously. More like, "Here's your car. Choose the engine, chassis and wheels, and we'll have it done in a few minutes."
I just want to know what engines, chassis and wheels people want, then I'll program a system smart enough to put it together by itself. Car's are mostly built by robots these days anyways.
Thats exactly the problem though, and exactly what I was trying to say. No one person wants exactly the same thing, so if you wish to satisfy everyone, you need to provide for everyone. Otherwise things become so generic that you get to a point that to do something with the code, you have to just do it yourself.
I'm not saying it's an impossible task, or one that should not be attempted, but I qualify that with 'for a team of experts'. Game engines are spectacularly complex beasts, and in my view very little of that can be automated. Unreal3 would probably be the closest to a 'generic' engine out there, at least by what epic claim it can do. However it's still not a drop-in engine, if you want something slightly different done, chances are you will have to script it yourself. A goal of UE3 is to make it easy to do that scripting (at least from what I can tell).
Another example:
For a first person shooter perspective. You could have one client wanting to use BSPs, one wanting Portals. There are many ways to satisfy these demands, here are some examples:
Engine.UseBsp = true;
Engine.SceneType = SceneTypes.BSP;
Engine.Scene = new BSPScene();
They each get more abstract and generic. The first is the fastest, and least code. However it's also the most limited. The second has room for expansion, but would get ugly fast. The last is the most abstract, and also the slowest, and most bloated. Also, the last implies that the *Scene classes have access to a lower level API provided by the engine, hence more abstraction.
It's a simple example but I hope it makes sense.
Each of them still falls over when a new client comes along and wants occlusion culling based terrain. Either you must provide the support, or they must implement it themselves. (let alone the cases where someone wants multiple scenese, scenes within scenese, partially shared scenes, etc)