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Coke Is It!
by Lucian P. Smith profile, Adam Thornton profile, J. Robinson Wheeler profile, Michael Fessler, Dan Shiovitz profile, and David Dyte
"Ahhhh! Another can of refreshing Coca-Cola! You sigh in contentment as you partake of the sweet carbonated beverage, so recently purchased. But what's this? The dispenser light is still on! You can select another! You pause, though. The labels seem to be different than they were before,..." [--blurb from The Z-Files Catalogue]
| Average Rating: Number of Reviews Written by IFDB Members: 3 |
This game was really short, but I liked it a lot; the Coke commercial joke is present in almost every sentence, which I thought was really funny, though it could drag if you're having trouble. It has six famous games, or rather one scene/puzzle each from them: Adventure, Curses, Planetfall, The Hitchhiker's Guide to the Galaxy, Grip, and a Bear's Night Out. I assume that, if you've played them before, you should almost immediately know what to do, but I'd only played Adventure, Planetfall, and Hitchhiker. Good fun, if you're looking for a quick brainteaser.
In the glory days of the rec.arts.int-fiction newsgroup, from time to time someone (or a group of someones) would make a game as a demonstration of a rhetorical point. A famous example of this is +=3, which was written to demonstrate that an author needs to make the player aware of the relevant details of the game universe in order to be fair. As I understand it, this piece was also inspired by a discussion -- this time about possible models for the paid development of interactive fiction in the aftermath of the collapse of the commercial era. Given the scale of the effort, an echo of the Textfire collection of the previous year, it also seems to be inspired by the pure joy of practical jokery.
This is less a parody of the individual games involved than it is of our society as a whole -- specifically commercialism's influence on culture. The work posits that the manufacturer of Coca-Cola, infamous for never passing up a chance to expand the mindshare of its brand by slapping its logo on something new, has decided by spreadsheet that there's a theoretical payoff to funding new IF in order to achieve a little more brand awareness. It shows us a taste of a "what if" world in which some of the best-known works of the time were produced under a product placement model of monetary "support" for the art, a world in which presumably IF is plentiful... and it just won't shut up about the sponsor's carbonated beverage.
I suppose that whether this world is a utopia or dystopia is a matter of personal preference, but personally I'm pleased that, 25 years on, the art form has continued to grow organically in the absence of major commercial interests.
The rhetorical value of this work is lessened somewhat by the over-the-top nature of the jingoism, and as a game it suffers from a reliance on player knowledge of the games being simulated. David Welbourn's walkthrough can get you through any points where you become stuck, but there's no particular payoff to reaching the programmed end. It's still worth a quarter of an hour to be amused by the various one-liners and to consider the questions that the game implicitly prompts.
Okay, I kind of blasted another game for being adware, but this one was way funnier.
First of all, it makes no secret of the fact that it's adware, and no attempt to be a real game. Instead, it just places coca-cola references all over other people's games, such as Adventure, or A Bear's Night out.
The games are basically demo versions of other games, using the coke machine to go between them. More of a joke or parody than adware.
The game is a litte under-implemented, not understanding cola as coca-cola, and fill bottle with coke doesn't work, you need to fill bottle while you are near coke.
The game is kind of long for what it is- but cute nonetheless. You don't want it to be too long, condsidering it's one big joke, and i'm not sure it it's techinically parody as far as the authors of other games are concerned. Something to pass the time, but nothing to get hung up about.
What would happen if corporations began paying IF authors for product placement? A hysterical sendup of major IF titles, some of them written by the original authors; most of the game's six scenarios are very easy (one can be solved in a single self-evident move) but require knowledge of the original game to understand. Highly recommended.
-- R. Serena Wakefield
IF-Review
When Marketing Rules The World
"Because of its very nature, Coke Is It ran the danger of being a one-joke game. What prevents it from growing old far too quickly, however, is the creativity of each of the authors involved. Everyone pulls out all the stops and gives themselves over completely to the idea, never failing to pander, at every turn, to one of the world's largest soft drink empires." (Matthew Murray)
See the full review
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