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Isn't playing them part of the problem though? How you feel playing a game is a subjective experience, and with a lot of games these days there are so many variables in how you actually go about finishing the story. It's not quite choose your own adventure, but there's an element of that present.
If I play something like Assassin's Creed I can chose which part of the map I want to go to, whether I want to continue with the main story or do a side quest or do something else entirely, in which case my experience is going to be different to another persons. That's not like TV shows, novels, comic books, or plays which tend to follow a similar narrative path to movies. You can really only experience that type of medium one way. So, I don't think it's about people not understanding the games, it's that there's a different type of experience with games, one that's not as easy to define given we all play them in a different way. The question I think is hardest to answer with any creative team in this genre is 'What part of this game are we trying to adapt?'.
Again, that's only certain games. Assassin's Creed is an open world game so there is a great deal of freedom of what you can do. Other games such as Uncharted or The Last of Us are entirely on rails. Games like Ace Attorney even moreso than that.