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Video-game films and television series change their source material because a game and a screen production tell stories through different machinery. A game can make the player’s decisions, exploration, skill, repetition and variable pacing part of the story. A film or episode presents a fixed sequence performed at a chosen speed and from a chosen viewpoint. Adaptors therefore cut, combine, reorder, expand or replace material to create a coherent screen narrative.
The useful question is not how many scenes were copied. It is what the adaptation preserves: the game’s world, rules, tone, character relationships, emotional core or distinctive feeling of play. A nearly verbatim plot can lose the experience that made the game work, while a newly invented plot can still feel unmistakably faithful when it carries the source’s identity into a different medium.
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Games are not film scripts waiting to be recorded
A feature screenplay normally describes a fixed chain of scenes. The production then turns that plan into performances, images and sound. Game writing is usually more fluid. Writers develop dialogue, missions, cinematics and character material alongside level design, animation, programming, budgets and technical limitations. A level may change after the script is written; a planned scene may be shortened because the available animation cannot support it; a writer may need to fit dialogue around an existing interaction.
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TJ Fixman, a screenwriter and former game writer interviewed by Activision Blizzard, describes a common misconception: a film writer may arrive with a complete linear script and assume it can simply become a game. In practice, game writing has to accommodate systems and production changes. Sydney King, a senior writer in Blizzard’s Story & Franchise Development group, puts the contrast plainly: “You have to be so flexible in game writing because unlike features, the writing doesn’t come first and then the production comes after. It’s all happening in tandem.”
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- Enhanced visuals: Completely rebuilt from the ground up using Naughty Dog’s latest PS5 engine technology to improve every visual detail, The Last of Us experience has been faithfully enhanced with more realistic lighting and atmosphere, more intricate environments and creative reimaginings of familiar spaces.
- Fast loading: Initial loading times are near instant, and seamless after the first instance thanks to the PS5 console’s SSD – so you can pick up where you left off in the story and load specific encounters and chapters more quickly.
- Haptic feedback: DualSense wireless controller haptic feedback support for every weapon elevates combat encounters, and environments are brought to life through DualSense wireless controller haptic sensations of subtle falling rain, the crunch of stepping on snow and more.
- Adaptive triggers: All The Last of Us iconic weapons, including Joel’s revolver and Ellie’s bow, now deliver dynamic DualSense wireless controller trigger resistance and kickback on firing for deeper combat immersion.
- 3D Audio: Designed to make use of the PS5 console’s Tempest 3D AudioTech, Naughty Dog’s newly upgraded audio engine delivers richer soundscapes, bigger explosive moments and more visceral gameplay through compatible stereo headphones (analogue or USB) or TV speakers.
That production history matters when a game is adapted. The source may contain excellent characters and a compelling setting, but its story may also be distributed among optional conversations, player exploration, tutorials, repeated missions and mechanics that do not have a direct cinematic equivalent. An adaptation is not removing pieces from a finished screenplay; it is translating a work whose meaning was partly created by play.
The player is part of the original storytelling
In a game, the audience can decide where to look, whether to search a room, how long to wait, which route to take and how to solve a problem. Even when the major plot beats are predetermined, the player supplies timing and attention. A tense encounter can feel different when a player is hiding, experimenting or failing than when the same encounter is watched in a single uninterrupted take.
A film cannot reproduce that agency by showing a character perform the same task. It must choose one viewpoint and one pace. The screen version has to decide which discoveries happen on camera, which are implied, and how much time passes between them. BFI’s discussion of earlier game adaptations notes that tension and the feeling of play can disappear when viewers only watch a character face a situation that was engaging partly because they controlled it.
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- Performance: an actor’s expression can communicate an internal reaction that a game left to the player’s interpretation.
- Editing: a sequence can compress travel, repetition and failed attempts into a few purposeful cuts.
- Point of view: the camera can reveal information to the audience, withhold it, or move between characters who were separated in the game.
- Sound and design: music, silence, production design and sound effects can carry atmosphere that a playable environment created through exploration.
- Episode structure: television can give side characters their own arcs or end an episode on a carefully chosen reversal instead of relying on the player’s decision to continue.
These substitutions explain why an adaptation may change an event while trying to preserve its emotional effect. Copying an interaction is less important than recreating the suspense, loss, discovery or uncertainty that the interaction generated.
Different games provide different amounts of story
There is no single adaptation method because “video game” describes works with radically different narrative supplies. Some games provide a detailed plot, established characters and a specific sequence of events. Others provide a setting and a premise but leave the player to create much of the moment-to-moment meaning. Still others are primarily systems, challenges or simulations with little story to transfer.
Asad Qizilbash, Head of PlayStation Productions at Sony Interactive Entertainment, contrasts The Last of Us with Gran Turismo. The Last of Us arrived with an established narrative, world and characters, so its television adaptation had to decide what to leave out and what new material could deepen the story. The Gran Turismo games did not supply an established franchise plot. The film instead centered on the real story of racing driver Jann Mardenborough, whose experience playing the game helped lead to a professional driving career.
That difference changes the adaptor’s job:
| What the game mainly supplies | Likely screen challenge | Possible adaptation strategy |
|---|---|---|
| A detailed narrative and cast | Fit a long or interactive story into a fixed runtime without flattening relationships | Compress events, combine functions, reorder scenes or expand selected characters |
| A recognizable world and premise | Create a new plot without making the setting feel generic | Invent a story inside the established rules and visual identity |
| A play system or challenge | Give spectators a reason to care when they cannot operate the system | Build a character-driven conflict around the activity or translate its rules into cinematic suspense |
| A real-world story associated with the game | Connect the game’s brand to events that happened outside its fictional universe | Use the true story as the dramatic spine rather than manufacture a game plot |
Qizilbash summarizes the principle this way: “There’s not one size that fits all in terms of a method of adapting video games to film or TV.”
Why a game objective can become a weak movie plot
Many games give the player a clear objective: rescue someone, defeat a boss, reach an area or collect an item. The objective is useful because it directs play. It is not automatically a complete dramatic premise.
BFI’s comparison of the 1993 Super Mario Bros. film and game makes this distinction especially clear. Rescuing the princess gives the player a reason to move through the levels, but the pleasure of completing the game comes from mastering the stages and overcoming the challenges. The in-game ending is brief. If a film treats the rescue objective as an entire feature-length engine without replacing the missing play, the goal can feel artificially stretched.
This is why a faithful list of missions may produce an unfaithful experience. A screen story needs escalating decisions, character relationships, consequences and a rhythm that holds attention without player input. The adaptor may have to invent scenes, change the antagonist or give a minor objective greater emotional weight. Those changes are justified only when they solve a screen-story problem and remain connected to what audiences value in the source.
What an adaptation can preserve instead of every event
Faithfulness has several dimensions. A production can be faithful to the plot but not the mood; faithful to the visual world but not the characters; or faithful to the emotional arc while changing chronology and mechanics. Assessing one dimension as if it represented all the others creates misleading verdicts.
World and rules
The screen version may preserve the setting’s geography, technology, social order, creatures and limitations. Viewers should be able to recognize how the world works, not merely see familiar costumes or props. If a game’s tension depends on scarcity, secrecy or a particular danger, the adaptation needs an equivalent pressure even if the exact mechanic is absent.
Tone and atmosphere
Lighting, sound, pacing and performance can retain a game’s dread, humor, wonder or melancholy. A production can use new scenes while maintaining the emotional temperature that made the source distinctive.
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Character relationships and emotional core
The names and backstories may change while the central relationship remains. Alternatively, a familiar plot can lose its identity if the bond, conflict or moral question at its center is weakened. Television’s longer running time can allow side characters to receive motives and choices that were implied or optional in the game.
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Some adaptations preserve a pattern of uncertainty, repetition or discovery. BFI’s 2026 feature describes Exit 8 as translating the original game’s looping, anomaly-searching rules and claustrophobic feeling into a screen experience. The film does not need to reproduce every player action to communicate what it felt like to search, doubt and try again.
Six examples of different adaptation choices
The Last of Us: adapting a strong narrative while opening space for television
The Last of Us supplied a substantial story, world and cast, making it possible to follow its emotional arc on television. It still could not simply reproduce gameplay. Travel, scavenging and repeated encounters had to be compressed or replaced with scenes that reveal character and advance the relationship at the center of the story.
Qizilbash describes the adaptation as a balance between omission and addition. New material allowed side characters to be explored more deeply, while the series maintained the survival-horror experience and the game’s emotional trajectory. The lesson is not that an adaptation should copy every major scene; it is that additions should serve the same dramatic and thematic work as the material they replace.
Qizilbash calls this approach “using the source material as inspiration versus as a rule book.” That does not mean treating canon casually. It means asking which elements are essential to the story’s identity and which existed because a player needed a reason to move through a level.
Gran Turismo: building a film where the games had no fixed franchise plot
The Gran Turismo film faced a different problem. The games are racing experiences rather than a continuing character narrative. Instead of pretending that a sequence of races was already a movie, the production used Jann Mardenborough’s true story: a player whose skill in the game helped him pursue professional driving.
Here the game’s value is part of the premise and the real person supplies the character arc. The adaptation can show training, risk, ambition and competition without inventing a canonical game-world storyline that never existed. It is an example of adapting the relationship between a game and its audience rather than adapting fictional missions.
Super Mario Bros. (1993): when a simple objective cannot carry a feature
The 1993 film illustrates the danger of expanding a gameplay goal without understanding its function. In the game, rescuing the princess directs the player through levels whose obstacles provide the lasting challenge. On screen, the rescue cannot rely on the player’s repeated attempts or satisfaction in mastering controls. A longer plot must supply its own complications and character stakes.
BFI’s account does not establish that every change is bad or every faithful scene is good. It shows why the adaptor must distinguish a game’s narrative wrapper from the activity that made the wrapper meaningful.
Lara Croft: Tomb Raider (2001): substantial changes do not guarantee improvement
The 2001 Lara Croft: Tomb Raider film changed the antagonist, backstory and locations and introduced an Illuminati plot. Those changes demonstrate how freely a film may reorganize source material, but they do not prove that more alteration creates a better adaptation.
The relevant test is purpose. Did the new antagonist clarify the conflict? Did the revised backstory deepen Lara’s motivation? Did the new locations create cinematic opportunities? A change can be large and still fail if it disconnects from the qualities that attracted the game’s audience.
Fallout: a fresh story inside a recognizable world
BFI’s August 2026 feature describes Fallout as telling a fresh story while recreating the game world. This route avoids forcing a player’s quest log into a television plot. The adaptation can introduce characters and conflicts suited to episodes while preserving the setting’s visual language, rules and thematic tensions.
For viewers, the useful comparison is not “Which game protagonist was copied?” but “What makes this world feel like Fallout even when the plot is new?” Look for the treatment of history, danger, technology, factions and the balance between bleakness and dark humor.
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Exit 8 shows another possibility: adapt a gameplay structure. The original’s loop and anomaly-searching task create uncertainty through repetition. A film cannot make spectators operate the loop, but it can preserve the claustrophobia, attention and doubt produced by the rule. This is closer to translating an experience than retelling a conventional plot.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.A practical way to compare a game with its adaptation
Use the following sequence when deciding what changed and whether the change matters. It prevents a scene-by-scene checklist from becoming the entire review.
- Identify the game’s narrative supply. Decide whether it offered a detailed plot, a cast and world, a premise, a real-world association or mainly a system of play. This establishes what “faithful” can reasonably mean.
- Separate required story from playable activity. Mark scenes that establish character, stakes or rules, then mark travel, repetition, optional exploration and challenges whose main purpose was to give the player something to do.
- Track structural changes. Note omissions, combinations, reordered events, new characters, new locations and changed antagonists. Record the screen problem each change appears to solve instead of judging the change by size alone.
- Compare the central relationship or question. Ask whether the adaptation preserves the bond, conflict, moral dilemma or emotional arc that gave the game its weight.
- Compare world rules and tone. Check atmosphere, visual identity, danger, humor, technology and social rules. A new plot may still belong if these remain coherent.
- Look for a replacement for player agency. Identify what now creates suspense: performance, editing, restricted information, time pressure, episode endings or a character’s difficult choice.
- Account for duration and format. A two-hour film, a limited series and a long-running show have different room for side plots and character development. A cut that is necessary in a film may be an avoidable omission in a series.
- Judge the result on several axes. Give separate verdicts for plot fidelity, character fidelity, world fidelity, tonal fidelity and translation of the play experience. Do not collapse them into a single percentage.
A comparison checklist for viewers and writers
| Axis | Questions to ask |
|---|---|
| Story source | Did the game provide a detailed plot, a premise, a setting or mainly a play system? |
| Player experience | Which effects depended on choice, exploration, skill, repetition or uncertainty? |
| Plot and character | What was omitted, combined, reordered, expanded or newly invented, and what dramatic job does each change perform? |
| Tone and world | Does the screen version retain the atmosphere, rules, visual identity and values associated with the game? |
| Medium and pacing | What must become a fixed sequence, and what can be conveyed through acting, editing, sound or episode structure? |
| Production context | How might access to the game’s creators, existing assets, animation limits or other production constraints have shaped the result? |
This is a set of questions, not a scoring formula. A faithful plot can still fail to convey play, and a new plot can remain recognizable when it preserves the world, tone or emotional core.
Is a more faithful adaptation automatically better?
No. Fidelity is a design choice with trade-offs. Literal copying can preserve plot points while producing a passive version of an interactive story. Extensive rewriting can make a focused screen drama but lose the characters, rules or atmosphere that gave the game its identity.
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A strong adaptation usually makes its changes legible in the finished work. The audience can see why a playable sequence became a conversation, why several minor characters were combined, why a side character received a new arc or why a game’s objective became a different dramatic conflict. The change has a function rather than existing solely to signal originality.
“It’s all about using the source material as inspiration versus as a rule book,” Qizilbash says of adapting The Last of Us. Inspiration still requires knowledge of the source. Creators need to understand which details are structural, which are atmospheric and which were tools for sustaining play. Otherwise, a new plot may retain names and imagery while discarding the work’s identity.
Why studios continue to pursue game properties
Commercial interest also influences which projects reach screens and how they are positioned. Deloitte’s 2024 analysis describes studios seeking established game intellectual property, built-in audiences and cross-media opportunities. Game companies may see film and television collaborations as a way to extend the value of a property and help offset game-development costs. Shared production tools and digital assets can support work across media.
Deloitte described the global games industry as nearly US$200 billion and forecast that video-game intellectual property could account for twice the share of theatrical box-office revenue by 2025. Those are industry-scale context and a forecast made in 2024, not proof that a particular adaptation succeeded or that a specific creative decision improved it. Commercial incentive explains why adaptations are plentiful; it does not settle the artistic question of whether a change was necessary.
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Common mistakes when judging or making an adaptation
Counting references instead of examining function
A costume, location or line of dialogue can reassure fans, but references do not replace structure, character or atmosphere. Ask what the referenced element does in the new medium.
Assuming the game’s plot is the whole game
Players often remember how they explored, failed, searched and solved problems, not just the cutscenes. An adaptation that preserves only the cutscenes may omit the source’s strongest qualities.
Treating optional content as mandatory chronology
Games can place lore in optional rooms or conversations because exploration is part of the reward. A series may need to choose which material belongs in the main arc and which would slow the episode.
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Replacing agency with spectacle alone
Large action scenes can show what a player once did, but spectacle does not automatically recreate decision-making or suspense. The screen version needs a character choice, uncertainty or consequence that performs the same dramatic work.
Using fidelity as a substitute for criticism
“It changed the game” is a description, not a verdict. The meaningful questions are whether the change serves the medium and whether the result remains connected to the source’s world, tone, relationships and emotional purpose.
The bottom line
Video-game adaptations change because games and screen stories are built differently. Games distribute storytelling among player action, exploration, systems, flexible pacing and production processes that evolve alongside level design. Films and television must select a viewpoint, control time and provide drama without asking the audience to operate the game.
The best comparison therefore looks beyond copied scenes. Determine how much story the game actually supplied, identify what depended on play, trace what the adaptation omitted or invented, and then test whether it preserved the world, tone, character relationships, emotional core or distinctive experience. The Last of Us, Gran Turismo, Super Mario Bros., Lara Croft: Tomb Raider, Fallout and Exit 8 demonstrate different solutions because their source games posed different problems. There is no universal ratio of faithfulness to change—only choices that either translate the source intelligently or fail to do so.
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