For the basic design, the skills are pretty much the same as being a good author, unless it’s strictly a tactical game or simple board game played on a digital board. And I’m not sure how to learn that sort of creativity.
Taking the world and putting it to rules is somewhere between art and science, though computer games aren’t limited to regular dice the way tabletop games are. While tabletop games are generally limited to various uses for d4, d6, d8, d10, d12, d20, and d100 (or D%, often simulated by using 2d10 and declaring one of them the 10s digit), video games are done on computers, and thus can do complex calculations nearly instantly, like figuring Gaussian distribution. This end of things tends to be a bit math-heavy, so knowing your numbers (especially the probability end of Statistics) helps, but it still takes some holistic creativity to make it work. John Nash has a lot to say that may be helpful on this end.
As @rexacoracofalipitorius can attest, there are plenty of tools you can use to make something in your head into code. In fact, you will probably be forced to use several of them. C++ is still popular, but odds are that a good video game code monkey will be fluent in at least three programming languages, each needed for different aspects of the game design. Getting the mechanical end of things (“Did the attack hit?”) working is different from figuring the motion of a model (“How will it move when it gets hit?”). You will also find that you may have to tweak your concepts a bit to fit around the limitations of your hardware and/or software.
Graphical design is a whole skillset in and of itself, but there is a reason most game designers hire artists rather than do that themselves. Ditto the music, and the sound effects. Suffice it to say, making a video game is generally a team effort as it’s highly unlikely that one person will have the skills to do well in all of those areas.
Now, books can only teach you so much and tend to be rather dry. They also tend to be bad at interactive dialogue; if you have a question, they may not always have the answer, and you won’t be able to ask. For that reason, I think something more practical backed by a community that you can ask specific questions to is probably more educational than any series of books would be.
By that, I mean things like RPG Maker (most notably, their free trial version, in case you just want to dabble) or Shadowrun Returns. Both are prebuilt frameworks that handle much of the mechanical end and simplify the graphical end, while giving a novice designer an idea of what it takes to make a game. SR Returns has “Deadman’s Switch”, a module that is a full-fledged 10-hour game in it’s own right, but the real appeal is the editor, while both have plenty of other content, libraries, “samples”, and forums full of people who can help.