Column: Chewing Pixels - 'Second-Hand Memories'
['Chewing Pixels' is a regular GameSetWatch column written by British games journalist and producer, Simon Parkin. This time - why video game retail might be important for the soul of gaming.]
“Um, hi. Do you think you could tell me anything about this game? I, er, found it on the bottom shelf back there.”
“Gunstar Heroes? Hmm. I’ve not heard of that one. Let me take a look.”
This is Mad Andy. We’re not friends and that’s certainly not a nickname of my invention. Rather, it’s the name Andy’s given himself and, by extension, his shop, an independent, second-hand video game store based in South London.
Mad Andy pulls a dog-eared phone directory from the shelf behind where he’s sitting, and plants it with a dull thud on the counter with that officious sense of purpose some men display when called upon to give advice.
Tongue peeking from the corner of his mouth, he flickbooks through its tatty pages, every now and again calling out the name of a game that catches his attention as it flits past his eyes alphabetically.
“Altered Beast, Another World, Bomberman, Contra, D,…”
The book’s a catalogue of every game ever, or so it seems to the thirteen-year-old me. More accurately, it’s a price guide compiled by goodness–knows-who, listing the buy and sell rates for games current and past. Armed with this tome, every independent videogame store knows how much to buy in a second-hand game for and how much to mark it up in order to secure fair but essential profit without undercutting market rates.
As well as prices, the book also boasts reviews, again, written by God-knows-which sorry freelancer. These pithy one-line assessments are accompanied by a score out of five, two pieces of information that gives the salesman everything he needs to issue customers with an authoritative recommendation.
“Elite, Frogger…Ga…Gi…Go. Ah! Here we go: Gunstar Heroes. Hmm. Well what do you know! It’s a good one. Look, right there: ‘Fast, frantic, frenetic scrolling shoot ‘em up. Five out of five.’”
Our sorry freelancer is a fan of alliteration.
“Whoa.” I look down at the back of the box in my hands. “Treasure? Never heard of them.”
Mad Andy and his shop are long gone but I still think about him and his staff from time to time. All gamers of my generation knew a video game store like that, a dealership they visited in youth with wide eyes and a fistful of pocket money. These were the places where dreams were met, the escapism dealers.
Everyone who has ever bought a video game at a shop knows how long the walk home can be. But that time between when a purchase has been made and before it’s played is never unpleasant.
Rather, it is in these delicious moments that you hold in your hands the perfect video game: one which has been invested in but which is yet to let you down. Unknown games are always the best ones because they are played in our imaginations, free of budgetary restraints, deadlines and the ten thousand other pressures that bear down upon the games of reality.
They are always stronger, funnier, cleverer and better-executed than their realities and so that walk home from the store, when the game is tangible in your hands but still imagined in your mind, is oftentimes the most potent moment in the videogame experience.
And yet it’s an experience whose days are numbered. If not by the next generation of hardware then certainly by the one after, all of our games will be supplied by digital distribution, the walk home from the shop with a new game box an anachronism, the weird necessity of supposedly poorer and simpler age.
This makes sense. While shopping for clothes on the high street will always be preferable to mail order – after all, clothes are tactile, need to be tried on and assessed in the atom dimension – video games have nothing to do with physicality. Discs are a means to an end, not an end in themselves unlike, say, an art book with thick pages that you’d want to leave open on a coffee table. Just as .mp3s make CDs obsolete so too will our broadband pipes and copious hard-drives dismiss hard media.
The long walk home will be replaced by a loading bar which fills as you browse the internet or make a cup of tea. And why not? Quaintness will always give way to convenience in technology’s inevitable advance and few things are so convenient as digital distribution.
The game manufacturers, ostensibly, win too. As their games exist only as digital copies, tied to gamertags and PSN accounts, so the second hand market console software will choke. No need to tie hardware to software codes, or to create long-view achievements to convince players to hang on to their games. There will be no other option.
But beyond the romance of reminiscing about the dingy independent game stores of our youth, there’s the very real disadvantage of not being able to trade old games in for new. How many game sales are made in part-exchange, trading spent old experiences for new ones, especially amongst younger gamers?
And what of those games that will be lost to time when they’re removed from the publisher’s servers? Bandwidth costs ensure that not every game released into the ether will be served indefinitely. When a game fails to make enough money month on moth to cover the cost of its hosting, what sensible business is going to hold onto it?
Will we need a videogame arts council, funded to make available those games that aren’t necessarily popular but are important and culturally improving, like those who work tirelessly to preserve the opera?
Video game retail is endangered, its removal from the industry supposedly a good thing, bringing publisher and consumer closer to one another and, perhaps, by removing the middlemen, helping to reduce the cost of games.
But the implications of the shift are far-reaching, will cost jobs, will bury games that have outlived their virtual shelf life and will make it much harder for 13-year-old newcomers to find buried Treasure, a sad thing indeed.









Comments
Except manufacturers, developers and publishers don't see a dime of trade-in sales. It actually hurts the industry. By a good margin.
While physical stores might go, there will always be places like eBay and Amazon.com as well as other online distributors who can sell physical copies of games online.
Compound that with developer's current irrational fear of wide-spread piracy and you can bet that developers won't be switching to the digital format yet.
And some games won't be lost to time, thanks to websites like GoG.com (as well as Amazon and eBay) you'll still be able to enjoy those rare games. Not to mention that every online game network tied to a console has a big library of downloadable classic games.
Lastly, trade-in retail stores (of which there is only one, Gamestop) are HORRIBLE to work in, with a high employee turn around rate. Basically, if you don't sell enough crappy magazine subscriptions and warranties to unaware soccer Moms you'll be fired. There's a strict quota you must reach. Not to mention several other bad business practice that's been extensively covered all over so I don't think I need to repeat it all again.
Posted by: Some guy | November 22, 2008 9:40 AM
Your comments about the experience of buying a game remind me of a video Jay Smooth did about the experience of buying a record, worth checking out: http://current.com/items/89017992/why_albums_used_to_matter.htm?xid=55
Posted by: Matthew Gallant | November 22, 2008 12:16 PM
To Some Guy:
I don't think he's talking about GameStop, he's talking about those old independently owned game stores, which were essentially the same as independent hobby stores and book stores, and comic book stores. Years ago, for comics, you'd be able to actually hang out in a comic book store, video game store, or whatever, deal with the smart-assed nerd behind the counter, press your nose up against the glass at the imported Japanese games, etc. It's different now, the sense of discovery is gone. GameStop, Barnes and Noble, &etc. are huge impersonal franchises with corporate overlords instead of local shopowners. You go in there to shop, not so much browse, and there's a coldness there that wasn't present before. Sadly, a lot of game buyers these days are too young to remember stores other than HobbyTown, GameStop, Borders, etc. The experience of engaging in an interesting hobby no longer takes place in the store.
Posted by: nerpnerp | November 22, 2008 1:32 PM
I too have fond memories of independent games retailers, particularly of playing imported Neo Geo, PC Engine GT and Mega CD games for the first time.
I think it's odd to claim that digital distribution will result in less choice, though. While games retail was this terribly exciting Aladdin's cave 20 years ago, today it's a highly regimented operation where a small and ever-shrinking range of products sits on shelves for maybe a few weeks before becoming impossible to reliably track down. Anyone who's tried to buy a popular third party DS game a few weeks after release will know what I mean. You might be able to find a preowned copy (for only 29.97!) if you're lucky. And certainly no imports.
Whereas online, it makes much more sense for shops to cater to specialist niches or deal in back catalogue titles, and of course the publishers and developers themselves can continue to offer their games directly.
It's true that good games can end up getting buried in poorly-organised portal catalogues, but provided the game is still on sale, people can still be guided to it (for instance by fansites, blogs, forums, etc.).
Hopefully efforts like GOG.com will be successful and encourage publishers to try to keep their old games in circulation.
Posted by: Robin | November 23, 2008 8:07 AM
Great post. I think the same thing could also be said for the Record Store. I miss trolling through the aisles of both record and used game stores looking for that one find. Good times.
Posted by: Ryan | November 23, 2008 12:10 PM