As far as I'm concerned, you either read books for children, or you read books for adults.
I remember visits to the local libraries and getting my own library cards as things of rite-of-passage significance.
As to the differences between game work and novel writing, well, obviously the former is a lot less lonely - you're in and out of meetings all the time, bouncing stuff back and forth with the level designers, the art department, the animation team, so forth.
I think noir is an immensely powerful - and elastic - lens through which to look at narrative and character. It seems to access something dark and true in us that other modes of fiction are often a bit prissy about touching. But the key to making it work as time and culture moves on is to use the elasticity, not just the power.
With a game, you're only one part of a team, and what emerges at launch is very much the culmination of the whole team's efforts. You can be proud of playing your part, but it doesn't ever belong to you.
For me, some of the most intense creativity comes when something has to change for technical or design reasons, and you're trying to find a way to make it fit the fiction.
I've seen 'True Detective' end-to-end at least three times; I'll probably see it again. It is a work of dark brilliance. But if the phone goes fifteen minutes from the end of that last episode, I'll likely turn it off and go make coffee when I'm done with the call.