CAPÍTULO VII UNA HISTORIA DEL VIDEOJUEGO Pacman

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CAPÍTULO VII UNA HISTORIA DEL VIDEOJUEGO Pacman CAPÍTULO VII UNA HISTORIA DEL VIDEOJUEGO PacMan - En 1978 las ventas en EEUU de los juegos de recreativa y de consola doméstica eran de 454 millones de dólares; cuarenta y ocho meses después, en 1982, aquella cifra se había disparado hasta los 5313 millones de dólares. El negocio de los videojuegos se estaba expandiendo en un 5% al mes desde la llegada de Space Invaders (Nishikado / Taito, 1978). Si las recreativas se expandían por centros comerciales, lavanderías, supermercados, hoteles y restaurantes, la consola doméstica de Atari VCS 2600 se había acoplado bajo los televisores de una gran parte de la población americana. - Para sumarse a este nuevo hito empresarial, George Lucas, abrió una división de videojuegos en su empresa Lucasfilm, Walt Disney Pictures convirtió a Tron (Steven Lisberger, 1982) en el éxito de taquilla del momento, 20 Century Fox y Thorn EMI abrieron sus divisiones de videojuegos, McDonald’s comenzó a servir menús inspirados en Atari, etc. Un joven Al Gore, candidato a la presidencia, fue apodado “demócrata de Atari” por apoyar descuentos fiscales para las nuevas empresas de videojuegos en detrimento de las clásicas del acero y de los coches. - EL furor por los videojuegos empezó con Space Invaders. Tres progresos técnicos habían trabajado en la sombra para que esto fuera un hecho: el microprocesador –que dio libertad a los diseñadores de juegos-, las mejoras en los gráficos vectoriales de alta resolución y, finalmente, los juegos en color. Todos estos progresos eran una realidad en 1979. El primer gran éxito de los gráficos vectoriales fue Space War (Cinematronics, 1977), diseñado con el sistema Vectorbeam, creado por Larry Rosenthal. Atari, una vez más, fue la empresa que se llevó el gato al agua con Lunar Lander (1979) y Asteroids (1979), dos prodigios de la capacidad de los gráficos vectoriales. Este último se convirtió en el juego más popular de Atari y el segundo más importante destinado a recreativas, sólo superado por Space Invaders. - La llegada de los gráficos en color lo hizo todo más interesante. Fue Namco la empresa que consiguió un éxito arrollador con Galaxian (1979), un clon de Space Invaders. Pero quizás, ninguno de estos juegos fue tan frenético como Defender (1980), un juego creado por Eugene Jarvis para Williams, la empresa fabricante de pinballs. - Toru Iwatani se propuso desafiar el estado actual de la industria, marcada por los juegos de guerra según el contexto de la Guerra Fría, con un juego de laberintos, PacMan (1980), un juego dirigido a un amplio público más allá de los hombres que solían jugar a videojuegos. Las mujeres y las parejas tenían ahora un lugar en los salones recreativos. La estética Kawaii, que ya había utilizado en su anterior Cutie Q fue esencial para el éxito del juego. Este estilo simplista se adecuaba perfectamente a los requerimientos de hardware del momento. Atari tenía los derechos para hacer PacMan para consolas gracias a un acuerdo de 1 millón de dólares firmado en 1978 cuando Namco no tenía ningún de éxito a su nombre. Por una cifra ridícula, la empresa había ganado el control del videojuego más importante de la década y en 1982, PacMan llegó a la VCS 2600, disparando las ventas de la consola por las nubes. - David Crane, Larry Kaplan, Alan Miller y Bob Whitehead, eran los diseñadores más famosos de Atari. De los últimos 100 millones facturados por la sección de recreativas, los diseños de ellos cuatro eran responsables de 60 millones de facturación. No se sentían reconocidos por Atari, se marcharon y crearon Activision. Los tres primeros juegos de la nueva empresa llevaban el nombre de los diseñadores impresos en las caratulas, era una reivindicación de sus propias figuras, anuladas en Atari. Activision se apropiaría poco a poco del mercado de juegos para consolas de Atari. En 1981, Activision había logrado 6.3 millones de dólares, en 1982, 66 millones. El sector de los videojuegos había crecido exponencialmente y parecía que la tarta era tan grande que había para todos. Pero de repente, todo se vino abajo. .
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