
The developers choice of branding Indigo Prophecy as an "interactive film" rather than an adventure or third-person action title says a lot about the game for me. The strengths of the game are not in its action- the "action" in the game falls flat compared to any number of shooter games. And while the game utilizes a lot of "adventure" game techniques I wouldn't necessarily say that adventure- the kind of adventure found in a game like Zelda or Kings Quest- is one of its strengths either. "Interactive film" is a perfect fit. What Indigo Prophecy does that no other games that I have played can do is tell a compelling story. Like a good film, the story is the driving force. Indigo Prophecy has employed all the essential techniques to story telling from forms like the monomyth to the classic Hollywood action story arc filled with on point character development and Freytag's dramatic structure. The characters are interesting enough for the story move, and what’s even more exciting is that to some effect you can control them.
I'm not sure that Aarseth’s concept of “ergodic literature” is applicable to this game. The game does succeed in not being a book or a movie in that the text must be activated extranoematically as Aarseth says: "The performance of their reader takes place all in his head, while the user of cybertext also performs in an extranoematic sense. During the cybertextual process, the user will have effectuated a semiotic sequence, and this selective movement is a work of physical construction that the various concepts of "reading" do not account for”. As a player of Indigo Prophecy you prompt questions, the player is responsible for the health and well being of characters the player "fights” other players. But all of those actions, as exciting as they are, still work at the service of an already written plot.
Aarseth's concept of cybertext does not account for such an already existing plot: "cybertext shifts the focus from the traditional threesome of author/sender, text/message, and reader/receiver to the cybernetic intercourse between the various part(icipant)s in the textual machine. In doing so, it relocates attention to some traditionally remote parts of the textual galaxy, while leaving most of the luminous clusters in the central areas alone." Just because the game is not opensource does not make it a bad game. The game would fail if it were open source, in the same way it would fail if all the characters were doing was shooting each other.

The game takes the already existing form of film and translates into interactive media. Rather than having elements lost in translation, the game makes film immediate and almost real. I feel like I really know Lucas Kane. I feel closer to him, because I have lived as him, and I do things for him. I have taken a shower with him. In the same way New York feels even more real in this game then it would in a movie because I get to traverse the landscape rather than just look at it. With out the story I think I may get bored after a while. Say this were an opensource game, and I was exploring looking for things and people to network with after a while I would have to make up my own story that the system probably could not support. Indigo Prophecy allows space for the player to be involved yet enough structure to keep them interested.
http://www.hf.uib.no/cybertext/Ergodic.html