The
Reliance Webworld outlet in New Delhi's Tony New Friends Colony
is unusually crowded on a hot June evening. It is hosting the
zonal finals of a gaming competition organised by Reliance Infocomm.
Sitting in front of flat screens, a dozen teenagers are busy playing
games. Anirudh Sharma, 21, sporting long hair and a scant beard,
is one of those playing FIFA soccer, a popular game. Sharma, who
is preparing for the Common Admission Test is a gaming enthusiast
and was a finalist in the India leg of another competition, the
World Cyber Games, last July. His professional goal: setting up
a gaming company after completing a post graduate diploma in business
management from one of the Indian Institutes of Management.
Sharma's role model is Vishal Gondal, a game
freak-turned-entrepreneur who founded Indiagames in 1999 when
he was just 23. The Rs 67-crore Indiagames is the country's largest
gaming company, employs 300 people, and counts global biggies
like Tom Online, Cisco and Macromedia as investors. Gondal spotted
the opportunity before most others (only the Bangalore-based Dhruva
Interactive, set up in 1997, was in business then). But the gaming
scene has become quite crowded now. Several dozen Indian companies
are doing outsourced work for foreign game developers; some of
them develop proprietary gaming products; and a few even sell
branded games in India and abroad. Still, the country is still
only a miniscule blip on the global gaming radar. According to
market research firm acnielsen, the Indian gaming market is worth
$50 million (Rs 220 crore); global revenues add up to $30 billion
(Rs 1,32,000 crore). The US-based Electronic Arts alone had sales
of $3 billion (Rs 13,200 crore) in 2004 and a market value of
$20 billion (Rs 88,000 crore). Compare it to Indiagames, and you
get the picture. So what's the big deal?
THE TOP 5 PLAYERS |
INDIAGAMES (Mumbai)
GAMES: 3D games like Ashoka, Gladius, Hungry Puppy
and dozens of mobile games like Buffy The Vampire Slayer.
POSITIONING: Develops and publishes its own games.
Plans to develop PC and console games in the future for Xbox
and PlayStation. Acquisition by Chinese gaming major Tom Online
gives it the size to take on the world.
REVENUES: Rs 67 crore Developers: 300
DHRUVA INTERACTIVE (Bangalore)
GAMES: The most recent one is based on tennis star
Maria Sharapova. Another one, Forza Motorsport, is one of
Microsoft's most awaited racing titles. Has developed a
PC game Pool-on-the-Net.
POSITIONING: Publishes its own games and also develops
for others. Its PC & console division provides production
services for companies like Microsoft. Looking at acquisitions
in China, Russia and Eastern Europe.
REVENUES: N.A. Developers: 70
MOBILE2WIN (Mumbai and Shanghai)
GAMES: Has 150 Java games sold through several operators
in Asia, Europe, Australia and the Americas.
POSITIONING: Only in mobile space and focussed on
casual games. It also develops branded games (for clients
like Coke and Lufthansa).
REVENUES: N.A. Developers: 100
MAUJ (Mumbai)
GAMES: Against All Odds, Diffuser, Alaskan Holiday,
Burning Train. Also has games based on films like Hum Aapke
Hain Kaun, Ab Tak Chhappan, etc.
POSITIONING: A game designer, developer as well as
publisher. Present only in mobile space. Also sells other
value-added services like ringtones and wallpapers.
REVENUES: Rs 20 crore Developers: 80
PARADOX STUDIOS (Mumbai)
GAMES: BattleDust: The Championship; India's first
3D fighting game published in 2004. Bomberbabe, an arcade
classic in an all new 3D avatar and Shatranj, a 3D animated
chess game
POSITIONING: Part of Reliance Infocomm, it has 100
Java and WAP games, 20 multi-player Web-based games, multi-player/multi-user
games and ladder system (high-score system) for wireless
games, pocket PC and palm-based games.
REVENUES: N.A. Developers: 100
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Mobile telephony! That's what's driving mass
gaming in India. Telecom operators say subscribers are downloading
500,000 games every month from their GPRs or WAP portals (Reliance
through its R-World); this is likely to cross 1.5 million by the
end of the year. "Mobile phones are making gaming a mass
market phenomenon," says Pravin Pinto, GM (Marketing) at
LG's CDMA Handset Division. Nasscom estimates that the Indian
gaming industry will tot up revenues of $500 million (Rs 2,200
crore at current exchange rates) by 2010. In much the same vein,
research agency In-Stat/MDR says the Indian mobile gaming market
alone will touch $336 million (Rs 1,478.4 crore) by 2009. "The
growth of mobile gaming in India has attracted publishers, developers,
animators, musicians and content providers, and is also stimulating
the development of innovative business models," said Clint
Wheelock, Director of In-Stat/MDR's wireless research group.
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"Differentiation is taking place
in the mobile games space; half the games downloaded is serious,
while the other half comprises casual games"
GOPALA KRISHNAN
CEO/Mobile2win |
It can be argued that these numbers are virtual,
at least for the moment. But there's a lot of real action on the
ground as well. Says K. Rajesh Rao, CEO, Dhruva Interactive, who
worked with Microsoft Gaming Studio for an Xbox game, Forza Motorsport:
"Global biggies now seek us out and want to do business with
us. It's a nice position to be in." Rao, a computer science
engineer from Sweden's Royal Institute of Technology, started
his company with a bank loan, and remained cash-strapped till
2001 when Atari (a global gaming company) founder Eric Moffet
came in as an angel investor and ploughed in $500,000 (Rs 2.35
crore at the exchange rate prevailing then). Dhruva is cash-positive
now, and is looking for venture capital to scale up operations.
For starters, it has acquired Project Zoo, a gaming consultancy
company in the UK. "This gives us an entry into the UK and
EU markets," says Rao, who's also looking for acquisitions
in China, Russia and East Europe.
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"We do not take up outsourcing jobs.
We develop and publish our own games"
VISHAL GONDAL
Founder/Indiagames |
But the gold standard of the Indian gaming
industry is Indiagames. Gondal started with $750,000 (Rs 3.2 crore
in 1999) in funding from Infinity and IL&Fs. But his big moment
came in December 2004, when Tom Online, China's largest gaming
company (with revenues of $125 million or Rs 550 crore in 2004),
picked up an 80 per cent stake iin Indiagames for $18 million
(Rs 79.2 crore). Subsequently, in April 2005, networking giant
Cisco and multimedia software maker Macromedia bought a combined
stake of 18 per cent for $4 million (Rs 17.6 crore) from Gondal
and Tom Online. It brought Gondal's stake down to less than 20
per cent, but he isn't worried. "We needed the investments
to take the company to the next level," says Gondal, adding
that Indiagames will not take up outsourcing jobs anymore; from
now on, it will only develop and publish (industryspeak for marketing)
its own games. The company already sells mobile games to 135 telcos
in 65 countries and is now readying to exploit synergies with
its strategic partners.
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"Global biggies now seek us out and
want to do business with us. It's a nice position to be in"
RAJESH RAO
CEO/Dhruva Interactive |
The outlook is definitely bullish. If you
still have any doubts, sample this: Reliance Infocomm has got
its foot into this door. In 2001, it set up Paradox Studios, which
started as a developer of Web-based games, and is now aggressively
moving into other platforms like PCs and mobiles. The Mumbai-based
Paradox has 65 mobile game titles, 30 online titles and three
pc games. Reliance Infocomm's strategy is simple: develop gaming
applications for its nationwide broadband network and for its
10-million-plus mobile subscriber base. Informs Sarup Chaudhury,
Head, Reliance WebWorld: "One-fourth of the four lakh registered
users at the 200-odd WebWorld outlets are gamers." The company
currently offers games published by global gaming giants like
Electronic Arts and Activision. "The opportunity here is
in developing games for the Indian market with local content,"
says Anurag Khurana, 31, CEO of Paradox.
It doesn't require a rocket scientist to
see this opportunity. According to telecom operators, India's
mobile phone subscriber base is expected to touch 180-200 million
by 2007. Little wonder then, almost all the local players-from
Indiagames to Mumbai-based Mauj (part of Shaadi.com) to Mobile2Win
(part of Alok Kejriwal's Contest2win.com)-are focussed on this
segment.
LOW-COST GAMING |
Globally, it's
an exciting time for gaming. Sony's playstation 3 is likely
to be launched in early 2006, while Microsoft's Xbox 360 will
reach customers by Christmas this year. Nintendo will launch
its high-performance Revolution in 2006. But in value-conscious
India, the action will be driven by mobiles and broadband.
Rajesh Jain, who shot to fame when he sold IndiaWorld to Sify
for Rs 500 crore in 1999, writes in his blog emergic.org:
"Gaming has the potential to be a killer app in India.
The low installed base of PCs and the non-availability of
consoles in India creates an opportunity for an IP set-top
box, which provides not just a gateway to gaming, but also
computing, telecom and television."
If it's priced right-Rs 5,000, Jain feels, is just right-it
can become the next killer product.
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Bollywood hits and cricket are the two most
popular game themes. Mobile2Win's game based on Sholay (it shares
revenues with the movie's producer) is a big hit, with 70,000
downloads since its launch in November 2004. Now, every film producer
wants to sell gaming rights for licence fees of Rs 5-35 lakh.
"On the mobile gaming side, India (which accounts for five
per cent of the global market) is almost at par with the global
game makers," says Khurana.
But will India ever have gaming companies
like Electronic Arts or id Software, which make multi-million
dollar console games? Unlikely, at least in the foreseeable future.
Developing a console title can cost $30-50 million (Rs 132-220
crore). Not many companies have the wherewithal to do this (but
Paradox has developed a pc title). "It's a big issue,"
says Mohit Anand, Senior Manager, Microsoft Home Entertainment
Division.
But Indiagames' Gondal is optimistic. With
millions of dollars in funding, he can afford to be. He can (and
does) aspire to become a console game maker. But can another 20-something
gaming enthusiast walk in and start a company that goes on to
become a winner? Who knows? It's a funny game.
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