While a lot of game music might be indistinguishable from great film scores, there's also a lot of game music that isn't. With middleware software making reactive music more accessible to musicians and composers, I'd hope there are many composers, old and young, trying their hand at this exciting tool for their craft! Similar software might be used for film, but the unchanging sequence of frames leaves less room for interactive music than video games.
I wouldn't know how many of us work with middleware. From what I've heard, despite its possibilities, it's still an uncommonly used tool for many composers. But another distinguishing characteristic of video game music is the plain given that in a lot of games, music is played that you'll have a much harder time finding in films. Kettel's
and Dvorak's
Machinarium soundtrack would be rather unusual in film.
But if it were the case that the two kinds of music are virtually indistinguishable, we could still discuss what draws us to game music, no? 'Game music' is admittedly a very vague and generic term for music so diverse (just as 'film music' is equally vague), but I suppose that leaves room for all to come up with their own ideas. I'm sure people can come up with other distinguishing features. If a lot of game music is indistinguishable from film scores, it might be worth discussing the music that isn't, and see what interesting characteristics we can find! Perhaps it's clever tricks used to keep music within asset budget, or stylistic decisions and common practices that would be awkward in other media. :D