Throughout the game, the player is able to control different characters to progress the narrative from a multiple of perspectives. The game's mechanics mainly involve the player to decide how they will carry out certain objectives given to them, an example being the beginning of the narrative when Carla and Tyler are investigating the restaurant for information regarding the murder. Some actions performed are clear that it actually impacts narrative progression, while the player is also open to make decisions such as Tyler turning on music which isn't necessary at all to the given objective. However, the game has a mental health meter which is affected by each character's interaction with the environment, meaning it is affected by what actions the player wishes the controlled character to carry out. Keeping a character healthy can also be considered important to the narrative, as the story wouldn't be able to progress when the player gets a game over due to the meter reaching zero.
The game seems to follow a linear narrative, but with non-linear gameplay. This can easily be noticed even within the first level of the game: Lucas can either hide his murder weapon, meaning it would be slightly harder for the player to find while playing as Carla and Tyler, or he can completely forget about it and have it abandoned in clear view on the bathroom floor. The game's narrative only seems to branch off the player's decisions during the final level, as there are a total of three separate endings to this game, while earlier choices alter the player's gameplay experience until the next story node. The choices offered within this game, whether it being actions or conversations between different characters, allows the player to become immersed and feel an interaction between them and the environment within the game. An article about video game characters mentioned, " As such, Andrew Burn (2006, pp. 72–73) argues, they play a dual role as both player agent and fictional character, belonging simultaneously to the “ludic” and “representational” systems that comprise the game." (2013). This statement describes the relationship the player has with their playable characters: they control their actions much like a puppeteer, but the characters themselves would be an entity with their own thoughts and emotions within the game world they exist. This relationship allows the player to feel a connection to the set fictional universe and in "Fahrenheit: Indigo Prophecy", the way the player's choices affect a character's actions makes the gameplay appear more interactive in comparison to, maybe a platformer.
From my experience with the game, "Fahrenheit: Indigo Prophecy" involves game mechanics which allows the player to form a relationship with the characters they control as they interact with the game's universe. This interaction which allowed for non-linear gameplay of a linear narrative was a driving factor towards my want of further playing the game.
Resources
Quantic Dream. (Developer). (2005). Fahrenheit: Indigo Prophecy [Video Game]. France: Quantic Dream
Aldred, J. (Author). (2013). Characters from: The Routledge Companion to Video Game Studies [eBook]. Routledge.
Retrived: http://animation.onlearn.co.nz/pluginfile.php/2711/mod_resource/content/0/Characters.pdf
Retrived: http://animation.onlearn.co.nz/pluginfile.php/2711/mod_resource/content/0/Characters.pdf










