There’s some seriously flawed thinking behind this GamesIndustry.biz editorial on the movie rights to Halo, the massively successful Bungie game for the XBox. Basically, Rob Fahey applauds Microsoft for placing some extremely harsh demands on the movie studio that wins the bidding war for cinematic rights, including a large budget, an aggressive timeline, and full creative control. He claims that “the rest of the industry has been too ready to be used as a doormat by Hollywood just for the chance of getting games made into movies,” and he’s right.
But don’t assume that just because the movie studios can’t get video game franchises right, that suddenly video game developers will be any better. A movie is a far different thing from a video game, as piles of full-motion video “virtual adventure” games taught us in the heady days of Multimedia PCs and 2x CD-ROM drives. Take a look at pretty much any game out there that isn’t Half-Life 2, and you’ll see a minimum of plotting and barely any characterization. Even the king of cinematic games, Grand Theft Auto, paints in broad strokes, and often the answer to a conflict is to come out guns blazing. Which, of course, is the whole point of GTA—you get to blow things up in spectacular ways, evade the police in spectacular ways, and kill prostitutes in spectacular ways (which is why the game is evil and should be retroactively banned, as should prostitutes, killing, and floating icons with molotov cocktails in them). Interactivity allows you to fill in the blanks; you get to decide whether your criminal mastermind has a heart of gold, follows a code of honour, or likes pounding on dead corpses long after you’ve taken their money and weapons.
Which is not to say that there haven’t been games that have bucked the trend; recent examples include, of course, Half-Life 2, the original Half-Life, and the penultimate space sim, Freespace 2. On the other hand, what all three games have in common is the presence of a dedicated writer on staff to lend each game narrative coherence. As the concept of writing for games is a relatively new one, you can bet that these writers got their experience elsewhere; in the case of Valve’s Marc Laidlaw, it was from writing sci-fi novels. Volition’s Jason Scott, the writer for Freespace 2, spent years writing for theatre and teaching creative writing courses.
So, in sum, the video games with the best plots—and presumably the ones best able to make the transition from video game to cinematic experience—are the ones with honest-to-god writers supporting them. Which means that Microsoft’s demands for creative control essentially amount to the writer of a novel demanding creative control over the screen adaptation. There are plenty of cases where that control is given freely, only to see the writer screw up horribly because they didn’t realize that screenwriting is inherently different from writing a novel. Hopefully Microsoft and Bungie will similarly realize that making video games is a far different business from making movies.

