The problem with the GAMES, is they flip this entirely. They pack all of the story into the "flashback", and the present day conflict, is given the amount of time and story investment, as is normally reserved for the flashback material. We get the single plot point of Desmond being trapped, and that the Templars are trying to take over the world. Each time we have his "flashforwards" to the present story, a single plot element is expanded on, that provides a bit more framework for the stuff in the Animus, but mostly just adds a new element for the present conflict. Then, it's back to the flashbacks, for potentially 10+ hours of gameplay before we have our next present day scene. So the amount of player investment in the events of the current day, are severely hampered. The impression I got by the end of the first game, was that they were going to slowly transition, over the course of a few games (probably a triology) to Desmond being a full Assassin, and him doing Assassin stuff in the present day. And we would have a present day sandbox to creep around in for an entire game. And have a final closing shot of him in his white hoody, echoing Altair's "fade into the crowd of robed monks" scene in the opening trailer. Cementing the idea that the Creed still lives, and is around, in the shadows of present day, to protect the world against the machinations of the Templar. Roll credits.
But they don't do that. They put less and less emphasis on the present day stuff (to the point by around the time of Odyssey the present day stuff is almost non-existant). Only giving us some ludicrously basic obstacle courses as Desmond in his final game, some minor expansion of the supporting cast that ultimately goes nowhere, and then they kill him off, have him press the World Doesn't Die button, roll credits. It just left a sour taste for most players who, like myself, actually cared about the present day conflict. Because that's the thing, ALL the stuff that happens in the Animus, is ultimately irrelevant. No matter what choices you make, the end result is "And then Abstergo took over the world, and are about to enact a plan to solidify global domination, and the subjugation of the human species forever. No amount of charm from Ezio, or teenage angst from Connor, or smarmy pirate charisma from...the guy from Black Flag whose name I forget, is going to change any of it. Ultimately, they all fail to stop the Templar, and it's all up to Desmond. And in a story where the stakes are literally the fate of ALL LIFE ON PLANET FUCKING EARTH, the resolution of that, felt like a wet fart on a hot, humid day. Awkward, and unpleasant for everyone involved, or witnessing it.
In fact, they often know the broad strokes, and tell you up front, giving you the framework of the game setting. You know you will be dealing with these Templar agents, in this city, you are this person, etc. It's the 5 minute mission brief before they plug you in, so it's not like everything is a huge mystery to you. Generally, ALL of the plots boil down to "Show us where X is buried", in every game. And then we futz about some ancient location for 20+ hours, and forget that there is a global corporation, with it's talons in every level of human society, about the seal the deal on global domination, and only Desmond can stop them! Because Ubisoft didn't put any real thought into the present storyline, beyond it being the vaguest of connective tissue between entirely separate video game settings.
The movie however, at least, put the emphasis in the right place. The primary narrative was on the present day threat, and the present day players. The animus content, was of appropriate flashback length, and importance, illustrating single points of interest, or just being action scenes that also kind of sort of move the Apple plot forward. They were serving dual duty of showing how the impact of involuntary Animus time was driving people crazy, and pushing the Free Will plot point as well as just showing us what happened in the past. And then the climax of the film, isn't the battle in the flashback, it's the present day battle, of them doing a prison break (because that's ultimately what the film is. Inmates slowly planning a breakout, under the noses of the guards.) and stopping the Templar from using the Apple.
It's a far more solidly built movie than I think it gets credit for, and actually has the narrative be where it should be, based on the framework established by the game series.