Folks, it's about having *thought* about it, not having a single favorite/getting name right.
Redirect the question to your wheelhouse if you want.
It's an *interview,* not a high school standardized test. The interviewer is trying to learn about *you.*
if you don't love reading (or, for more screenwriting-type jobs, really *analyzing* spoken dialogue), you're not likely to write well.
More to the point, if you can't make a decision under pressure, you're not going to succeed as a game writer.
WRITE THE THING NOW BECAUSE WE'RE BEHIND SCHEDULE
you HAVE to be able to go, "ok, I don't have time to sit and ponder what the platonic ideal for this scene is: I need to make a decision about how to write it and get it done."
And no one's going to decide you don't get the job if you freeze for a few seconds (which yes, feels like FOREVER when you're nervous but isn't).
Being confident enough to say, "hey, give me a bit of space to do the thing" is also a really important skill to surviving, let alone thriving, in a game job.
It depends on what you're trying to elicit with the question.
I don't care what the answer is. They could tell me about macaroni art they made when they were 6. The point isn't "impress me with your output."
First and foremost, if I'm going to be working with you, I want to know how to recognize when you're happy/proud/loving.
Because often it's hard for us to recognize, in the moment, when we're *really* fulfilled. We see it in retrospect.
I mean first off, I want to make sure they're *capable* of feeling pride in their work and enjoying it.
But I also want to see what it looks like *for them* so I recognize it.
Do they talk about overcoming obstacles? Great!
Do they talk about working with a team they loved? Great!
Did they work with a team but NOT mention anyone else? ...possibly a red flag.
But most importantly: what are they like when they're disappointed?
Same is true for the "Who's your favorite director?" type questions.
They don't belong in a game company.
*sigh*
I regret to inform you...
(people, almost no one who likes reading has a single favorite book)
If you genuinely don't understand what the question is asking for, ask for clarification.
Otherwise, *figure out* a specific answer.
You will, repeatedly, at most game companies, get asked for an immediate answer to an incongruously framed question, usually by leads/executives.
Like, no one actually gives a shit if the Favorite Movie you talk about in the interview is *actually, definitely, beyond a doubt,* your favorite movie.
You, someone who wants to be paid to make creative media, have in fact consumed multiple examples of creative media and found things to love in more than one?
GOSH. Gold star for you!
Pick one. Talk about it.
You're going to have to do that a LOT in most game jobs. Make a decision.
I'm not talking about how we should do it.
I'm talking about the sort of questions you will likely get asked, and how to successfully answer them.
That's a vital convo, and one people are having all over game dev.
That's not what this thread is about, because I can't make people who are likely to interview you participate in those convos.