Vendor Lock-In

NOTE: To be listed under Trivia rather than a regular trope.

Imagine yourself buying a printer or some other device such as a digital camera. You need a battery or replacement ink cartridge, as it ran out or worn out. Turns out that item or accessory is bespoke to the device, and no one else but the original manufacturer is producing it, potentially putting you at the mercy of the manufacturer as even if there are third-party replacements, they are either of dubious quality or the original manufacturer has taken steps to crack down on those making aftermarket versions of their accessories.

This is what is termed as vendor lock-in, where manufacturers make their consumers dependent on their services and theirs alone. Attempting to switch to another platform would come at significant expense and a whole lot of re-training for those affected. While this is more or less understandable from a business standpoint, the likes of Microsoft and Apple have pretty much gained notoriety for such practices, leading to antitrust lawsuits against said companies. Not to mention it can get egregious if barriers to entry and resulting frustration from the users caught up in such a lock in outweigh whatever benefits it may bring to the manufacturer, like for example unnecessary deaths resulting from not being able to check one's glucose levels due to proprietary (and expensive) test strips, especially in developing countries.

Unlike PCs, consoles from one manufacturer are almost always compatible only with games and/or software made for that manufacturer's console. Not that Emulation can't fix it though. Bleem successfully legitimised such workarounds in a pyrrhic victory against Sony upon being sued for unauthorised emulation of the PlayStation, though such projects are still frowned upon by companies such as Nintendo who view it as a way to facilitate piracy.

In addition, multiplayer is typically isolated between players of different platforms, i.e. Call of Duty players on Xbox One are typically unable to play against those on PC or PlayStation 4. Cross-platform play, or at the very least, leaderboards, do exist from time to time though, but these are uncommon due to conflict of interest on part of Sony, Nintendo and Microsoft among others, or technical difficulties arising from making differing architectures talk to one another.

Video Games

 * For a time, games for the Atari 2600 and its contemporaries were produced by the console manufacturers themselves, which made gamers even more confined to their consoles' ecosystems than it is these days. Eventually, a number of Atari programmers got fed up with not being given credit to their works, leading to the formation of Activision, and by extension, third-party video game developers.
 * Also averted with the Dina clone console, which is compatible with both Sega SG-1000 and Colecovision games no thanks to both consoles sharing the same underpinnings, though compatibility with the latter is spotty at best due to how the Coleco controller is implemented. In a similar vein, later clone consoles such as the RetroN series come with multiple cartridge slots for games from different console manufacturers.
 * Averted with the Atari joystick port, first seen in the Atari 2600 in 1977, and was later adopted as a de facto standard used by rival companies. The Commodore VIC-20 had one Control Port, and the Commodore 64 had two, both of which work with Atari joysticks. The port is also compatible with Sega Master System and later Sega Genesis controllers as well, and not only that, game controllers are mutually compatible between the three systems though since the 2600 joystick only had one action button, it would only work best on Master System or Genesis games that didn't make full use of the controller.
 * The Universal Windows Platform has been branded as this by critics, most notably Tim Sweeney of Unreal fame. The idea of a centralised app store is good, as it mitigates fragmentation and allows for a one-shop stop for everything a user needs, but the new Platform is viewed as unnecessarily limiting and further puts Windows users at Microsoft's mercy, the latter being no stranger to monopoly lawsuits thrown against them in the past. Fortunately, UWP hasn't panned out much (no thanks to some who hold off on Windows 10 due to privacy concerns amongst other things, and as UWP games require the latest Windows 10 updates, this presents a barrier to entry) and most AAA games are still running off the more open Win32 API.
 * Downplayed with Android and the Google Play Store. No one's keeping users from sideloading apps and games off outside sources (assuming they know that installing random APKs is caveat emptor), yet by and large Google's control over the platform makes users largely dependent on Play Services. Want to install Asphalt on a non-Google certified tablet? You'll have to sideload Google Play Games as well. This became even more of an issue with Huawei when the US government under Donald Trump imposed trade sanctions on the company, barring them from using Google services other than the base Android Open Source Project components (though they distanced themselves even further from Android with their own operating system called HarmonyOS).

Real Life

 * Apple is pretty much notorious for this on their iOS devices, as users are expected to get all their software needs off the App Store. Sideloading was made possible fairly recently, but unlike Google, users have to jump through hoops in order to install an IPA file, and even then, developer certificates only last for a week before re-signing. There are however alternative app stores which abuse enterprise certificates, mostly using those titled under companies based off China (Said certificates were made for the purpose of internal applications used for businesses and organisations.) and offer either tweaked versions of popular apps or pirated software such as freemium games with the paywalled stuff already unlocked.
 * Their use of the proprietary dock connector and later the Lightning port was also a sticking point as most if not all other devices simply used commodity micro USB or USB-C plugs instead, and aftermarket, Apple-certified Lightning cables are significantly more expensive due to licensing costs; you may opt for a cheaper imitation Lightning cord but reliability isn't obviously guaranteed. Apple did eventually incorporate a USB-C port on their iPad=] Pro line, but mainline iPhones still use Lightning. This may soon change with recent EU legislation mandating the USB-C standard on all devices sold in the region.
 * Sony:
 * The company took this trope to a draconian level with DRM on their camera batteries, where the camera would turn on but stall at the "For use with compatible battery only" error screen if a third-party battery pack is detected. Not that one would want to use a shoddy eBay-purchased battery though, but still...
 * Then again, Sony was and is still known for using bespoke formats and technologies anyway, such as the proprietary Memory Stick format they used exclusively on their devices for a time (and also saw use on a number of products by licensees) until conceding by releasing phones and cameras with commodity SD cards. Same goes for the PlayStation Vita, whose removable storage is in the form of memory cards designed specifically for the handheld. The memory card format backfired on them though, as the game cartridge format is a modified eMMC variant which hackers later exploited by developing passive adapters allowing people to use cheaper MicroSD cards on their jailbroken Vitas.
 * Ditto with the Betamax which was involved in the infamous videotape format war of the 80s. During its first 5 years of existence, Sony tried to make its Betamax a closed system, with only Sony making tape players and tapes; they only began licensing other manufacturers like Toshiba and Sanyo to make Betamax players in the early 1980s, and by then, however, it was already too late (by that point, VHS had a 60% market share). VHS (which JVC had designed from the start to be allowed to be made by any interested manufacturers, and had made sure that a tape from any manufacturer would play in a player made by any other manufacturer) would come to dominate the market until the rise of DVD.
 * This has been the subject of a lawsuit between printer manufacturer Lexmark and Static Control Components, a company who makes chips used in third-party ink cartridges.
 * Keurig's K-Cup system relied on proprietary coffee cartridges made or licenced by Keurig, locking out other brands. But since the protection relied on a ring printed on the foil cap, simply cutting that part out and mounting it over a non-Keurig K-Cup is all that takes to defeat it.
 * As mentioned earlier, test strips for diabetes glucose meters are typically made for a specific make or model, making an Accu-Chek strip incompatible with a OneTouch meter. This has led to a rather sad and harrowing situation when a poor Haitian boy died as he was unable to check his glucose level in time due to how scarce and expensive test strips are in developing or impoverished regions.
 * More or less a Justified Trope with printer ink cartridges, as while aftermarket inks are indeed cheaper, there's no guarantee as to whether they would perform as well or if it would damage the printer due to inferior formulation.
 * With the increasing prevalence of computer systems in automobiles, this has become a point of contention for car owners looking for servicing their rides on their own. Diagnostic tools are out of reach for most people, leading to piracy for third parties and owners to be able to perform repairs in their computer-controlled vehicles.
 * The practise of carrier locking cellular phones to a particular provider has been around for quite some time, restricting phones bought off a carrier to SIM cards locked to just that network (and occasionally their affiliates, e.g. MVNOs re-selling cellular services using a major carrier's infrastructure), and with the popularity of GSM phones which utilise removable SIM cards, SIM locks are viewed negatively by those who find the ability to easily switch handsets on a GSM phone convenient. This form of carrier lock-in has since been outlawed in Canada, Chile, China, Israel, and Singapore, and in countries where SIM locking is still being implemented by providers, they are now required by law to offer unlocking services, and exceptions have been made to the DMCA to allow third-party hacking and/or unlocking.