Hey peeps! So, a while ago we got a question about what games inspire us here at Zoink. I dove right into it, trying to get to the bottom of it all by asking the staff this very important question:
What game do you wish you had created, and why?
Super Metroid – Nintendo R&D1 and Intelligent Systems, 1994 (SNES)
I’d be lying if I didn’t say Super Metroid. Not just for inspiring a decade of amazing Hyrules, Castlevanias, Silent Hills and Racoon Cities to explore, but for all the things it did that no one else really managed to emulate. It was designed with an 80’s trust in the player to both overcome challenges and find their own way through the world, but with just the right dose of 00’s helicopter parenting to lead you to a good experience – without you even noticing. Most of its followers, even sequels, took that too far and made me feel guided. I know it’s the boring answer. I really wish I could pick something more poetic. Perhaps I will when such a game steps up and matches the form.
Emil, Game Designer
FTL: Faster Than Light – Subset Games, 2012 (PC/Mac, iOS, Linux, Browser)
The word I would use to describe FTL is elegant, or rather it’s the dream of the player to one day be elegant. Because when you first start playing it, you will die. You will forget to close the door to the cold void of space, sucking the oxygen out of the room with your most valuable engineer. You will not hear the sound of a fire breaking out in the hallway between your wounded pilot and the medbay. You will forget you diverted power from the oxygen system to the shield in order to survive a volley of laser fire and be surprised to find yourself unable to breathe. You will accidentally teleport your boarding party into a locked burning room on the enemy ship, moments before it jumps away. FTL generates stories, tragedies and triumphs. It creates moments where you are the child playing with the ants and the magnifying glass and a solar storm later you find yourself on the receiving end. This image accurately encapsulates the experience, it’s a beautiful game.
Alexandra, Community Manager
Katamari Damacy / We Love Katamari – Namco, 2004/2005 (PlayStation 2)
I just adore the feeling of the Katamari games. They’re so damn weird and fabulous at the same time, and the soundtrack is really one of my favorite ones ever. I love that the developers has taken this super simple idea – pick up everything that’s smaller than you – and managed to create such a fun and varied experience. I’ll never get sick of cleaning kid’s rooms, listening to the King’s blabbering or rolling up the rainbow. The amount of detail and humor in these games (combined with great gameplay!) just makes them my all time favorites.
Mikael, PR & Marketing Manager
Castle of Horror – Unreleased
When I was a kid me and a friend made a game with the cool title of Castle of Horror. It was a text-only adventure and we programmed the whole thing on an old Amiga, learning to code from different magazines we went out and bought. I remember I was so proud I was the Graphics Guy (it was a text adventure but we had plans for a intro screen that never got made). After spending weeks with the code all you could do was start in a room, pick up an key and exit. That took us weeks to program (remember we were kids and this was way before the Internet). I wish I’d finished that game. If I had I’d probably be a millionaire living in Los Angeles next door to Notch having afternoon tea and biscuits every Friday.
The Halo Series – Bungie and 343 Industries, 2001-2015 (Xbox, Xbox 360, Xbox One)
I think I would’ve liked to have worked on a Halo game.The design features many different concepts that achieve multiple different goals. For example, the games feature many wildly different weapons, making it easy to remember them. Combined with the limited weapon slots it helps to drive the game forward and simplifies the controls while also leaving the player to come up with new tactics based on their current arsenal.The games also feature many technical challenges like complex AI, replays, the Forge, network/matchmaking and many more. I’ve learned so much just by reading the post mortem documents Bungie has posted online.
Klaus, Creative Director/CEO
MDK – Shiny Entertainment, 1997 (MS-DOS, Mac, PlayStation)
I wish I would have created MDK or least worked on it. MDK is a pretty old game, but for me it was groundbreaking in actually combining an abstract alien world, which feels mysterious and exciting to explore, with some weird humor which was perceived through observation of these really strange alien characters. Your character looks quite different; he wears a black leather suit with a giant head, which is actually a sniper gun attached to your face. So most of the game is about zooming in on these aliens and then trying to sniper them or shooting at buttons and bombs. It’s actually really funny to observe the aliens and it felt really innovative for it’s time. It also has some amazing artwork that looks like design inspired from the Dune movies. I liked the game so much I applied for a job at Shiny Entertainment, got the job, but found out that the team who had made the game left a month before I started 🙁