J2O’s flash game is an excellent example of smart game rhetoric. The drink is marketed as a “pacer,” a non-alcoholic chaser to support an evening of debauch. The game makes the benefits of the product it is advertising as clear as, erm, pee. And I’m sure that any resemblence to the work of the diligent researchers of MIT is strictly coincidental.
Postscript: please, no remarks on peer-to-peer software.
Post-postscript: also, no comments about European (you’re a-peein’) game design. We have standards here. In theory.