
Moore's Law states that computer processing power on an integrated circuit doubles approximately every two years. Greater processing power has given video game developers the ability to create increasingly sophisticated games not just graphically but also in their literary complexity. An example of video games increased literary complexity is the 2005 Quantic Dream game Fahrenheit (Playstation 2, Atari, Quantic Dream 2005) , which contains divergent linear story choices shaping the over arching plot of the game. The game's story revolves around a murder mystery plot in which it is the player's job to unravel the events and forces causing the main character to commit the brutal murder of a complete stranger. The complexity of the game's story lies in the players ability to interact with the plot, as the choices the gamer makes creates divergent linearity's each affecting the subsequent story developments.
The developers refer to this plot development as 'elastic' as it stretches to accommodate the player's decisions, but ultimately compels them towards one of three predetermined endings. This complex interaction between player and narrative story is the force which compels the
gamer to continue playing. Fahrenheit lacks the more traditional first person control of RPG's or racing games where intensive use of a controller maximises immersion. Instead the game relies on the players immersion inside the story making it more akin to a movie or novel, however since the player interacts with the story it retains its status as a game.
Fahrenheit has an immense literary complexity, not only is the story itself intricate containing complex character development and detailed back stories, the players ability to interact with the story alters an individuals game. Gamers do not just play Fahrenheit, they aid in its development, their choices structuring how the story manifests itself, making each game play an unique one.