Summary

Games and film are related but fundamentally distinct media. Their shared territory — visual storytelling, characters, narrative — often leads to confusion about their relationship. Steven Poole argues the key distinction is interactivity: in film you watch, in games you do. Attempts to translate between the two media consistently fail in the same direction: game-to-film adaptations lose the interactive core, and film-to-game adaptations attempt to replicate cinematics in a medium defined by control. Neither medium will replace the other; each has a domain where it is irreplaceable.

(Poole, Trigger Happy, see source-trigger-happy)

Summary verdict

Film excels at authored narrative and cinematic experience. Games excel at agency, decision-making, and interactive presence. They share visual language but differ fundamentally in the relationship they create with their audience. Neither is superior; each is suited to different kinds of experience.

Comparison table

DimensionFilmGames
Audience rolePassive viewerActive player
Core valueAuthored experienceInteractive experience
NarrativeLinear, authoredBranching, emergent, or authored
Engagement mechanismEmotional investment in characters/storyAgency, challenge, mastery
Authorial controlTotalConstrained by player input
ReplayabilityLow (same experience)High (decisions change outcomes)
Learning curveNone — you watchPlayers must learn systems
Typical length90–180 minutesHours to hundreds of hours

The translation problem

Games adapted to film

Game-to-film adaptations have historically struggled. Poole argues this is structural, not merely a production-quality issue: the compelling elements of a game are procedural and interactive. A cinematic sequence of a game’s events strips out precisely what makes those events meaningful — the player’s ownership of them.

“The pod-racing sequence was nothing more than an extended advert for the actual videogame that was based on it. You couldn’t play the movie, so it was far inferior in terms of high-speed thrills.” — Poole, Ch. 4 (re: Star Wars Episode I, source-trigger-happy)

This is not a production quality critique. The movie pod-racing sequence was technically impressive. The problem is ontological: the experience of doing something fast and dangerous is categorically different from watching it happen. Film cannot reproduce that experience.

Film adapted to games

The reverse problem: film content adapted into games often fails because games require systems, not scenes. A faithful recreation of a film’s story in game form requires the player to execute what the film showed happening — turning authored events into tasks. This collapses the film’s narrative authority while also lacking the organic emergence of designed gameplay.

FMV in games

Full Motion Video sequences embedded within games attempt to borrow cinematic language inside the game container. Poole observes these typically fail on both fronts: they return the player to a passive role (undermining player-agency) while lacking the craft of actual cinema. The player’s attention shifts from doing to watching, and then back — an awkward oscillation.

FMV as a narrative delivery mechanism survives in modern games (cutscenes, dialogue sequences), but is most effective when kept brief and purposeful, and when it transitions seamlessly back to playable states.

Poole’s displacement argument

“Film did not replace theatre. The Internet did not replace the book. Videogames have been around for thirty years, and they’re not going away.” — Poole, Ch. 1 (source-trigger-happy)

New entertainment media do not eliminate existing ones — they coexist and differentiate. Each medium carves out the territory where it is irreplaceable:

  • Theatre — live, communal, ephemeral presence
  • Film — authored, reproducible cinematic experience
  • Television — serial, domestic, habitual consumption
  • Games — interactive, player-driven, systems-based experience

This historical pattern suggests that debates about games “replacing” film or books misunderstand how media ecosystems evolve. Games will occupy the niche where interactivity is the core value; film will remain dominant where authored experience is the goal.

What games can do that film cannot

  • Create genuine stakes through consequence — the player’s actions have outcomes that matter to them because they chose them
  • Produce unique personal stories — two players’ playthroughs of the same game generate different experiences
  • Enable mastery and skill expression — the satisfaction of executing a difficult move or strategy belongs only to the player
  • Model systems, not just scenes — games can represent complex dynamic systems (economies, ecologies, social networks) that film can only depict statically
  • Generate emergence — unexpected outcomes from rule interactions that no author scripted

What film can do that games cannot

  • Exercise total authorial control — every frame, beat, and edit is intentional
  • Create precise emotional pacing through editing, music, and camera
  • Tell stories about passive experience — observation, suffering, watching — without the awkward imperative to do something
  • Achieve performance — actors’ performances are captured and reproduced exactly, without variation

When to choose games / When to choose film

Choose games when the goal is player ownership of experience, decision-making, mastery, or systems modelling.

Choose film when the goal is precisely crafted emotional narrative, performance capture, or experiences that require controlled pacing.