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Videogame
Imports PART 3 - The Ugly
Welcome to our third
and final instalment to the import feature, where we now conclude
by discussing some of the more distasteful macro issues regarding
importing. The issues discussed here will represent the ultimate
reasons why importing exists, and the eventual consequences to us
the consumer, and while it's not guaranteed to bring tear to the
eye, it will probably make you feel a little bitter about our beloved
games industry.
1. Resistance from
Manufacturers
Hardware manufacturers such as Nintendo and Sega first developed
and applied territorial lockout on a mass scale for their Super
Famicom and Megadrive platforms to segregate the U.S, Japanese,
and European markets. The resulting effect was that games became
incompatible between these regions, acting as a catalyst to the
growing import market. As the games industry grew, it became inevitable
that manufacturers would develop some sort of mechanism whereby
they could control these various markets to reduce the threat of
counterfeiting, misallocation of revenue, and to protect intellectual
property rights. Territorial lockout seemed to be the best option
for achieving this objective.
While gamers
who have only recently been introduced to the games industry would
probably have no idea that various versions of games are incompatible
(despite being made by the same manufacturer), core gamers have
always shown discontent with this form market discrimination. Essentially,
gamers don't need to know that various software and hardware would
be incompatible as any loyal and rule abiding consumer would happily
buy their games from their local Electronics Boutique - with no
complaints whatsoever, end of story. However, as we all know, it's
much more complex than this.
Today, territorial
lockout is as evident and yet invisible in the market as ever before,
and there's no sign of it disappearing, while seemingly content
gamers playing on their latest Playstation 2 are being segregated
by the industry without knowing anything at all about it.
2. Imports as the
Enemy
Manufacturers clearly recognise the existence of the import market.
In speaking to numerous retailers, certain distributors who used
to be a main source of supply for imports are becoming 'deterred'
by manufacturers who encourage them not to pursue these avenues.
In doing so, it would be more acceptable if they offered equivalent
returns for factors such as delayed releases and varying prices
with at least the optimisation for the PAL standard. However, it
appears that the majority of manufacturers simply choose to ignore
the very reasons why importing exists, with no real understanding
of what core gamers want in their product.
Despite being the most
promising market amongst the big three, the industry shows comparative
disfavour to the European market that's reflected in the relative
lack-lustre turnout at ECTS. In addition, there are consistent complaints
regarding the optimisation for PAL, and the arguably inferior artwork
and packaging for products, as well as price differentials between
markets [see Part 2].
3. Royalty Disputes
Perhaps one of the biggest arguments in favour of incompatibility
is that it protects and appropriates the royalties that are due
to the relevant entities in the industry. As the emphasis in the
industry becomes increasingly placed on licensing, various companies
from different markets obtain the rights to certain games. As such,
a game with the same name could be developed, produced, packaged,
or distributed by a completely different company compared to a foreign
version. Therefore, if imports became prominent, then none of the
profits generated would be attributable to the domestic market and
therefore becoming a major cause for concern.
Although some importing
does little to affect this, and being supported by a limited audience
(namely the core gamers), it is likely that the import market will
remain a lucrative and specialised side of the industry. However,
if importing was to become more mainstream, it is the one avenue
where we as consumers can vote with our pockets, and make the industry
wake up and deliver what we are entitled to as discerning gamers.
4. Rip Offs
As discussed in Parts 1 and 2, the price of imports is a key issue.
In many cases, the price is somewhat justified in the sense that
retailers have to pay high prices for new products during the initial
periods of high demand and limited supply. However, this does not
rule out the possibility where products are charged at prices that
are simply not justified in any shape or form. As illustrated by
the launch of the Playstation 2, where prices in excess of £1000
circulated on the Internet, there is a serious issue here where
people are simply making a mockery of the industry by taking advantage
of its popularity. Somewhat synonymous with other industries such
as the car industry - where exotic models can be charged at much
higher prices simply because of the lack of supply, the games industry
has also fallen victim of its own success.
With the release of
each new platform, instances that can be described in no lesser
form than 'Rip offs' are prevalent. In an industry where manufacturers
constantly moan about the lack of profits, the import market does
appear to take a lot of the profits that essentially don't belong
to them, and further explains the reasons why manufacturers want
to stamp out importing.
5. Limited Consumer
Choice
On the macro level, territorial lockout means that we as consumers
are limited by what is available on the market. Supposedly great
games such as Dragons' Quest, Radiant Silvergun, and countless others
over the years, not to mention platforms such as the PC engine and
Neo Geo that never enjoyed success in Europe because they were never
officially released. But it's pretty much the same story in other
areas too, where they also have to bear the wait for European game
releases. All in all, while the whole issue of territorial lockout
does well to seemingly appropriate profits, it ultimately limits
what we can experience as gamers. While the industry makes decisions
in terms of deciding what we can and cannot buy through territorial
lockout and official releases, importing is the only way in which
we can fight back by broadening our choice of products that aren't
available domestically.
Import Sources (UK):
>
Advanced Console Entertainment (London) - 0207-439-1185
> Another World (Stoke on Trent) Website
- 01782-279294
> Computer Exchange (Rathbone Place, London) Website
- 0207-636-2666
> Goblin Games & Gadgets (Norwich) Website
> Madeira
Games (Norfolk) Website
- 01485 570256
> New Generation (Leeds) Website
- 0113 234 0120
> Videogame
Imports.com (Middlesborough) Website
- 0870 443 0387
Import Sources (Worldwide):
> DVD
Box Office Website
> EBWorld - Website
> NCSX - Website
> Tronix - Website
> Videogame Depot - Website
Internet Auctions:
> E-Bay UK
Website
> Yahoo Website
This brings us to
the end of our exclusive import feature - thank you for joining
us. If you have any issues that you would like to raise, please
feel free to post them in the forum. See you there! |