Este es el modelo a Copiar:
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-sMS3Y1pljSc-BEEeoF8MM-ZbpNG_A_DWWWVTX1ZU_kQsOHxmAXP8rQy8oDpW9thekaE6izigNawaN556imzlXXDkCXDhxkPGJjaix3WYjfJGT1Lhxt6D5L2Vw-cA9zexWXQRbHmgbhWC/s320/UNBffgY3qiVH5AU-1.jpg)
El resultado es el siguiente:
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvCTmuC8TH0GH1AfZSql9FIWmSuAmLWeAOoYdohlUP5BU3JzNBx_NbJZUKhA2NCnMIgr2yA6EXmSS8JvZwnemIlSc9wEBwI6_C3tFDFlX3qLlXTHsIm0-xO6d0TXnnrC0Jjs-XHhj-JMM7/s320/RenderI.jpg)
About a third of the people I quizzed came up with this title almost instantly, and it's not hard to see why. No matter how you rate it, E.T. was a misbegotten product that deserved to be buried. (And, as things turned out, it was. More on that in a minute.)
How, you may wonder, does someone screw up the one-two punch of the year's most popular movie and the number one video game console? Through a combination of poor planning and unbridled optimism. Warner Communications, then Atari's parent company, sealed the deal to make a video game adaptation of the blockbuster movie in the summer of 1982, aiming to have the cartridge out for the Christmas shopping season. (Remember the TV ad, with E.T. in a Santa outfit? No? You can refresh your memory.) The result was a severely compressed development schedule, giving programmer Howard Scott Warshaw a mere five weeks to pull the game together.
Do violent video games inspire horrific, violent acts in the real world? No one really knows for sure. Do horrific, violent acts in the real world inspire violent video games? Absolutely.
One of the most recent, Super Columbine Massacre RPG (or SCMRPG), re-created Eric Harris and Dylan Klebold's 1999 massacre at Columbine High School in Littleton, Colorado, from the perspective of the two disturbed teenagers. Deriving the game's content largely from video footage of the events, the pair's diaries, and quotes from various media figures, creator Danny Ledonne strove for a certain level of verisimilitude--though the part of the game where Harris and Klebold find themselves embarking on further adventures in Hell after their suicides is, presumably, conjecture.
I can just imagine what they were thinking over at game company Mystique: Create an adults-only game under a well-known porn brand (Swedish Erotica) for a platform known for family-friendly titles (Atari 2600). Sex, novelty, and, hopefully, a touch of scandal should make for runaway success, right?
Well, no--not if one of your releases is Custer's Revenge, starring a mostly naked General Custer (he wore boots and a hat) and a mostly naked Native American woman (she wore a feathered headband), who is tied to a post. Your job was to guide Custer through a hail of arrows and a field of cacti to reach the woman and engage in the type of behavior one expects in a Swedish Erotica production.
Not only was game play unnecessarily difficult and the objective questionable on multiple levels, but the game's crude graphics gave the impression that your Lego collection was getting freaky.
In recent years, some games (most notably, Grand Theft Auto: San Andreas) have pushed the raciness envelope further than most people could have imagined 24 years ago. That may or may not be a good thing, but at least the graphics and game mechanics have gotten a heck of a lot better.
Biografía:
+http://www.cnet.com/1990-11136_1-6310088-1.html
19/08/10
Clase 4 APUNTES
Sitio web del desarrollo de videojuegos en México
Clasificaciones corregidas:
Deportes (Skill & Action)
Shooters (Skill & Action)
+Competencia
+Laberintos
+Disparos
+Diferentes tipos de arma
+Modos de juego
+Gráficos
Acción/ Aventura
+Basados
+Habilidad y tiempo de respuesta rápido
Educativos*
Estrategia
Mucho pensar y analizar las respuestas a futuro.
Planeación y esa habilidad, y equilibrar todo para llegar a los objetivos.
Lucha
Plataforma
Simuladores
Carreras
RPG
Puzzle
Elementos que debe tener
+simples
+Tablero
+Limitantes
Infantiles
Musicales
La música dicta las reglas del juego
Ejemplo:
Guitar Hero
Rock Band
Dj Hero
Sandbox
El jugador lo usa para la experiencia del juego