Redesigning Narrative and Dismantling the Concept of the Original
From Consumption Termination to Circular Experience Structure

Game IP adaptation into video format is no longer individual attempts but an established trend. Sony''s April 2026 official announcement of an R-rated feature animation adaptation of "Bloodborne" — following The Last of Us, Arcane, and Fallout creating meaningful results in different ways. The Cyberpunk: Edgerunners case study: Netflix animation released September 2022; concurrent users on Steam (previously averaging 10,000-15,000) exceeded 130,000; developer CD Projekt reported over 1 million players in a single day that week. People who encountered this universe through animation moved to the game. Edgerunners was neither a game sequel nor a promotional material — it completed as an independent narrative. Yet when viewing ended, the game began again. The key structural insight: users don''t move intentionally. Stories are interesting so they want to know more; characters are compelling so they want to meet them in other forms. In this process search occurs, game installation follows, community participation expands. Users experience this as one continuous experience but are actually moving between different platforms and content. This flow is not coincidence but designed outcome: streaming platforms suggest next content through recommendation systems; games induce return through updates and events; communities maintain interest through interpretation and discourse. Each element operates independently but collectively forms one flow. In this structure, content is no longer individual works but "nodes connecting experiences." Video''s redefined role: not the completion point of IP experience but the first contact point drawing people who don''t know the game into the IP, or the middle point making people who left the game return. When viewing ends, the experience doesn''t end — the next experience begins. The commercial implication: game companies can now design video adaptations as audience acquisition tools for the game, not just merchandise revenue or brand building — changing the economic calculus of IP adaptation from "nice to have" to "strategic growth driver."