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{"id":70069,"date":"2021-05-24T16:16:34","date_gmt":"2021-05-24T15:16:34","guid":{"rendered":"https:\/\/enriqueortegaburgos.com\/?p=67220"},"modified":"2021-05-24T16:16:34","modified_gmt":"2021-05-24T15:16:34","slug":"derechos-de-autor-de-los-videojuegos-3","status":"publish","type":"post","link":"https:\/\/videojuegos.enriqueortegaburgos.com\/derechos-de-autor-de-los-videojuegos-3\/","title":{"rendered":"DERECHOS DE AUTOR Y VIDEOJUEGOS – PARTE 3"},"content":{"rendered":"

mods<\/em> (videojuegos creados a base de modificar otros ya existentes) son una pr\u00e1ctica perseguida y no deseada por las grandes compa\u00f1\u00edas de videojuegos. Sin embargo, en esta entrada, descubriremos algo sorprendente.\nHasta ahora, en esta peque\u00f1a serie, hemos hablado de qu\u00e9 es un videojuego, cu\u00e1les son sus partes, si estas son protegibles mediante los derechos de autor, qui\u00e9nes son los titulares de estos derechos de entre todos los actores de la industria\u2026 Si quieres saber m\u00e1s, visita las entradas anteriores de esta serie.\n\n\n

Parte 1<\/a><\/p>\n\n\n\n\n

Parte 2<\/a><\/p>\n\n\nQu\u00e9date con nosotros para saber m\u00e1s sobre los mods<\/em> y su impacto en los derechos de autor de los videojuegos.\n \n\n\n

\u00bfQU\u00c9 SON LOS MODS<\/em> EN LOS VIDEOJUEGOS?<\/strong><\/h3>\n\n\n[vc_separator color=\"custom\" border_width=\"2\" accent_color=\"#00d0ff\"]\n \nEn el sector de los videojuegos, el t\u00e9rmino mod<\/em><\/strong> hace referencia a la modificaci\u00f3n llevada a cabo sobre el software original del videojuego por personas ajenas al desarrollo del mismo. Los objetivos de los mods<\/em> pueden ir desde incluir nuevas funcionalidades, hasta a solucionar fallos.\nEl fen\u00f3meno de los mods<\/em> en los videojuegos se remonta al inicio de la d\u00e9cada de los 80. <\/strong>\nPero, sin duda, el boom<\/em><\/strong> tuvo lugar una d\u00e9cada m\u00e1s tarde, en los 90. Los creadores del videojuego Doom \u00ae se dieron cuenta de que hab\u00eda surgido toda una comunidad alrededor de otro de sus t\u00edtulos, Wolfenstein 3D \u00ae, que era modificado para crear nuevas versiones.\nDado el \u00e9xito de dicha comunidad, decidieron poner a disposici\u00f3n del p\u00fablico un archivo con mapas, texturas y dem\u00e1s elementos de Doom \u00ae (excepto el motor gr\u00e1fico)<\/strong> para que sus fans pudieran crear sus mods<\/em>.\nAs\u00ed, en 1994<\/strong> se convirti\u00f3 en la primera compa\u00f1\u00eda de la industria en apostar por este fen\u00f3meno, dando soporte a la comunidad de sus juegos.\nEn principio, estaba disponible un editor de niveles del juego. Los modders<\/em> creaban y compart\u00edan nuevos niveles que pod\u00edan ser descargados y jugados por otros fans. Poco a poco, el movimiento fue creciendo, a\u00f1adiendo nuevos monstruos, mapas, etc., hasta llegar a cambios significativos respecto al juego original.\nPor lo que hemos visto hasta ahora, podemos establecer la siguiente clasificaci\u00f3n de los tipos de mods<\/em><\/strong> que existen:\n\n\n