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Universidad Peruana De Ciencias Aplicadas Facultad El uso de la música pregrabada en los videojuegos (1990 – 2018) Item Type info:eu-repo/semantics/bachelorThesis Authors Percca Carbajal, Renato Alexander Publisher Universidad Peruana de Ciencias Aplicadas (UPC) Rights info:eu-repo/semantics/openAccess; Attribution- NonCommercial-ShareAlike 4.0 International Download date 23/09/2021 17:28:33 Item License http://creativecommons.org/licenses/by-nc-sa/4.0/ Link to Item http://hdl.handle.net/10757/654984 UNIVERSIDAD PERUANA DE CIENCIAS APLICADAS FACULTAD DE ARTES CONTEMPORÁNEAS PROGRAMA ACADÉMICO DE MÚSICA El uso de la música pregrabada en los videojuegos (1990 – 2018) TRABAJO DE INVESTIGACIÓN Para optar el grado de bachiller en Música con Especialidad en Ejecución AUTOR Percca Carbajal, Renato Alexander (0000-0002-2687-9557) ASESORES Bacacorzo Diaz, Jorge Francisco Martin (0000-0002-8019-3687) Guerra Garcia, Pedro Robinzon (0000-0002-1236-1095) Lima, 8 de diciembre de 2020 RESUMEN En este trabajo de investigación se busca recopilar y analizar información sobre la forma en la que la música pregrabada fue utilizada en los videojuegos desde la década de los 90. Para ello se ha empezado por brindar una serie de antecedentes que conforman el panorama en el cual apareció la tecnología que hizo posible la inclusión del audio pregrabado en los juegos de video y, posteriormente, su desarrollo e impacto en esta forma de entretenimiento en los años 90. Luego, se analizan distintos aspectos de la música pregrabada a lo largo de la década de los 2000, como la mayor calidad de audio, su vigencia a lado del chiptune, su tal vez excesivo parentesco con la música para otros medios como el cine, entre otros. Por último, se identifica cómo a pesar de la mayor tecnología disponible desde el 2010, varios usuarios aún prefieren videojuegos breves de calidad sonora chiptune y gráfica de pixel art, las cuales también inspiraron subgéneros musicales novedosos como el synthwave y el math rock. Por estos hechos, mediante el análisis de recursos estilísticos musicales tanto del chiptune como de la música pregrabada, se sugiere la composición de música pregrabada para videojuegos que imite o utilice como referencia el estilo chiptune de los videojuegos clásicos como una nueva opción que permitiría el desarrollo de la música para videojuegos. Palabras clave: Pregrabado; chiptune; pixel art; synthwave. The use of pre-recorded music in videogames (1990 – 2018) ABSTRACT This work of research seeks to collect and analyze data about the way pre-recorded music was used in videogames since 90’s decade. The research starts by bringing background information about the situation in which pre-recorded audio started to be used in videogames to follow with its development and impact in this type of virtual entertainment along the nineties. Then, it analyzes aspects of pre-recorded audio in 2000’s decade like the better audio quality; the importance of pre-recorded audio beside its classical, noisy and still used chiptune; the perhaps excessive similarity with movie music, etc. By last, it is identified how some players still prefer classic pixel art games with chiptune audio despite the technology available nowadays and also how chiptune music inspired new music subgenres like math-rock and synthwave. Due to this, through analyzing musical resources and patrons of both pre-recorded and chiptune music, the investigation suggests the composition of pre-recorded music for videogames which use as a reference the chiptune style. It’d mean a step forward for the development of videogames music due to the popularity of both chiptune classic and pre-recorded moder music. Keywords: Pre-recorded; chiptune, pixel art, synthwave. TABLA DE CONTENIDOS 1. Planteamiento del problema.......................................................................................7 2. Formulación del problema.......................................................................................10 3. Objetivos..................................................................................................................12 4. Estado de la cuestión................................................................................................12 5. Justificación..............................................................................................................19 6. Terminología............................................................................................................20 7. Tipo de investigación...............................................................................................21 8. Cronograma..............................................................................................................21 9. Esquema...................................................................................................................22 9.1. Capítulo 1: El panorama para el surgimiento de la música pregrabada para videojuegos y su desarrollo inicial (1990 – 2000).......................................................23 9.1.1. La música de chip para videojuegos.............................................................28 9.1.2. La aparición del uso de la música pregrabada en los videojuegos................33 9.1.3. Desarrollo del uso de la música pregrabada en los videojuegos entre 1992 al 2000 38 9.2. Capítulo 2: El impacto de las nuevas tecnologías y la opinión pública respecto a la música pregrabada en videojuegos (2000 – 2010)................................................49 9.2.1. La música pregrabada para videojuegos en los nuevos formatos y tecnologías...................................................................................................................52 9.2.2. Percepción de los usuarios sobre la música pregrabada en los videojuegos.59 9.2.3. El rol de la música pregrabada en la aparición de los conciertos en vivo de música para videojuegos..............................................................................................64 9.3. Capítulo 3: La música pregrabada para videojuegos de hoy y su vigencia a lado de la música chiptune (2010 – 2018)...........................................................................69 9.3.1. La música pregrabada y el chiptune como representantes de los videojuegos 71 9.3.2. Diferencias estilísticas entre la música pregrabada y el chiptune.................76 9.3.3. Posibilidades en la interpretación de la música de chip con instrumentos reales 83 10. Conclusiones.........................................................................................................90 11. Bibliografía...........................................................................................................93 ÍNDICE DE TABLAS Tabla del cronograma......................................................................................................22 Tabla comparativa...........................................................................................................84 ÍNDICE DE FIGURAS Figura 1............................................................................................................................45 Figura 2............................................................................................................................46 Figura 3............................................................................................................................48 Figura 4............................................................................................................................59 Figura 5............................................................................................................................79 Figura 6............................................................................................................................80 Figura 7............................................................................................................................81 Figura 8............................................................................................................................82 Figura 9............................................................................................................................86 Figura 10..........................................................................................................................87 Figura 11..........................................................................................................................88 Figura 12..........................................................................................................................89 Percca Carbajal, Renato El uso de la música pre grabada en los videojuegos (1990 - 2018) 1. Planteamiento del problema En la década de los 80, la música chiptune de 8 bits para los videojuegos estaba consiguiendo popularidad debido al uso que le daban en los arcades y consolas. Si bien es cierto que la música de chip está muy ligada a los videojuegos, al punto de ser una característica distintiva de estos, sobre todo de los videojuegos más clásicos; en los 90 sería posible, gracias a la aparición de lectura óptica del CD-ROM, la reproducción de música pregrabada en un videojuego, interpretada por instrumentos y personas reales, siendo el contraste principal respecto a la modalidad anterior el hecho de que la música ya no se limitaría a ser solo programada y de chip. Tengai Makyo y las entregas de Ys, siendo los compositores Ryuichi Sakamoto y Yuzo Koshiro respectivamente, fueron de los primeros videojuegos que usaron tanto la música previamente grabada en vivo como el juego en un mismo soporte CD-ROM.
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