(decided to leave out what I originally wrote, as it was becoming less about inspiration, and more about development history...).
I was originally mostly inspired by Quake and Quake 2...
also, by other games I played earlier on in my life, like Doom 2, ROTT, Hexen.
also, Half-Life, Half-Life 2, Doom 3, ...
more recently, I had mostly been playing Minecraft, which has had a big influence as well.
but, since Quake and Minecraft have thus far been some of my most-preferred games, these have had a lot of influence.
like, gameplay influenced by Quake, with a world-structure influenced by Minecraft, with a renderer design influenced by Doom 3.
part of the strong reason for Quake 1 and 2 being such large influences is because, early on, much of what I know about programming and 3D engine architecture came originally from hacking on these engines (and a few things also inspired by the Quake 3 engine as well).
I eventually got as far as throwing together things like real-time lighting and stencil shadows, rigid-body physics, A* pathfinding, a Minecraft style voxel system, ... on top of a hacked-up Quake 2 engine. it also had video textures, originally based on copy/pasting some code (for ROQ playback) from Quake3 and tweaking it to handle multiple streams, ...
I eventually discarded the Quake 2 engine and threw together my own engine though mostly because I wanted to get away from the GPL.
mostly it was built by throwing together "something functionally similar", using solely my own code (and building on top of the code base for my 3D tools), often implemented considerably more half-assedly.
just read brushes from a map, walk a linked list to render them, and walk lists checking brushes against a bounding-box for the physics, ...
though, luckily, previously with the rigid-body physics, I had learned a way to make it faster: quickly build a BSP-like tree directly from the list of brushes.
likewise, lacking a (non-GPL) ROQ decoder (or a good format spec), I just used M-JPEG + AVI instead (later hacking on more features), ...
I suspect I also picked up some bad habits as well, like my engine mostly being written using glBegin/glEnd, and later on mostly needing to be rewritten to use VBOs, ... (and, in general, my renderer is "pretty damn awful" as I have been left to learn later on...).
and, years have gone by, ...
as-is, I have a "game" which is arguably barely usable and sucks.
kind of like, I have put a lot of effort into it, and it all still basically sucks and no one really cares.
and other people hate on it, and HR people aren't really interested in hiring, and life still seems kind of hopeless, ...
yeah...
don't really know how to do that much better though...
like, people are like "your crap sucks"...
doesn't really help though...
doesn't even really help much that I have yet to really even recapture the "essence" of older FPS games (like Doom 2 and Quake), though partly this is due to having almost no map-making skills (and maps play a big part of the traditional FPS experience), and open terrain isn't exactly the same sort of thing, ...
and, it doesn't really recapture much of the essence of Minecraft either...
I am not sure what most people look for in terms of inspiration though...
I had at one point felt inspired about Nier (for being "generally compelling"), and the anime "Puella Magi Madoka Magica" for having a compelling art-style (particularly in relation to the witches).
not yet come up with any means yet to do anything similar. in both cases the level of art and presentation required I suspect is beyond my abilities...