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Are we ‘game’ for the next gold rush?

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CIOL Bureau
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NEW DELHI: Slowdown and an opportunity in the IT industry up for grabs? This

is about the multi-billion dollar gaming industry of which India can get a fair

share of the market. What more. World gaming leaders are looking at India with a

great deal of expectation. For one, the low cost of development in India has now

become legendary. Second, games require a lot of imagination and creativity to

weave a story with characters that appeal to the audience. India's vast

mythological background give an edge over other competing nations in games

development. "Besides, India represents mysticism to the West and therefore

Indian creations are looked upon with a huge deal of expectation," says

Manvendra Shukul, Escosoft Interactive head and principal consultant.

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Already a large number of Indian developers have flocked to the UK

specifically to help develop games. Britain with a population of 57 million sold

36 million games during 1996-99. A billion-pound industry, it is growing at

20-30 per cent annually, but it does not have the expertise to develop games on

its own.

Yet India's presence in this sector is almost non-existent. Except for a few

names: Pentamedia-promoted PurpleDrop based in US, Mumbai-based Indiagames.com

and Delhi-based Escosoft promoted by the Escorts Group--development activities

in India have been mostly restricted to casual gaming which is non-interactive

and mostly online.

Others like Aptech has only expressed its intent to foray into this market.

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Figures suggest that the international games market is slated for big times.

At present the total games market is worth $18.7 billion, inclusive of the

hardware sales (source: www.gamesinvestor.co.uk

).

An IDC report projects that the sale of computer and video games is slated to

reach an astonishing $16.9 billion by 2003. This estimate does not include an

estimated $1.1 billion from online games revenue. "Although some analysts

would regard this as extremely optimistic and even if the actual number is only

two-third of the IDC estimates, the gaming industry software revenue will soon

leave the motion picture box office behind for good," said Interactive

Digital Software Association president Douglas Lowenstien, at the Electronic

Entertainment Exposition held in May this year.

It is no coincidence that during this year Microsoft (X-Box initiative) and

Intel amongst other big names in the industry have announced their foray into

the world of games.

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That gaming is set for big times in the networked world is also evident from

the fact that the most widely used application on Japan's NTT DoCoMo was found

to be games. This has given rise to a flurry of activities among the developer

community to develop games appropriate for mobile devices.

Analysts say the opportunity for Indian developers now is to align with

Western publishers and console-makers to develop games. The most exciting

possibility in developing games is that products from smaller developers can

suddenly seize center-stage upstaging established characters since gaming

preferences are very volatile.

Industry watchers say it is prudent for Indian developers to leave the

marketing to international publishers as their distribution networks are already

in place. Besides, publishers will also give feedback regarding the kinds of

games to develop. Says PurpleDrop CEO Ashok Desai "Game designers in India

will have to go beyond local and regional themes to make them more interesting

and globally acceptable."

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There are no specific figures for India's share in the global gaming market.

Nasscom pegs the size of the gaming and animation market at $200 million during

2000-01. But recognizing the huge potential in gaming Nasscom plans to hold an

exclusive event on games during this year. Both Escosoft Interactive and

Indiagames.com have been developing games for publishers in the US and the

UK--the two big markets for gaming. PurpleDrop will use licensed characters from

Pentamedia, the Pandavas and Sindbad the sailor, to develop games.

A key imperative for Indian developers now is to be able to develop their own

gaming engine. There are around 600 gaming engines available and some of them

are very expensive. The cost of licensing a good gaming engine forms a

substantial cost of the development. Says Shukul, "The cost of licensing a

good game engine could be as high as $2,500 per game."

The games market in India

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The games market in the country is still at its nascent stage. Although no

formal study on the market has been done, industry sources estimate the size to

be in the range of Rs 18-Rs 24 crore which is expected to grow to Rs 100 crore

in three years time. What's exciting is that the market is growing at an annual

average of about 30-40 per cent.

Today most leading games international games publishers have a presence in

the country through their distributors. But there is hardly any promotional

activity by the publishers nor any immediate plans to set up direct presence in

the country as the current volumes do not justify investments.

The most widely quoted deterrents to the growth of the industry is the low

level of PC penetration and high costs of PC games. The rampant availability of

pirated CDs also adversely impact the growth of the industry. Console-based

games are virtually non-existent in the country although Sega has recently made

moves to have a presence here.

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However certain indicators suggest that the gaming market in the country is

set to boom.

An IDC India's study diagnosing the usage pattern of home PC users revealed

that playing games was the second most widely used application, the first being

children's educational applications. With the home segment emerging as the

fastest growing segment in the country growing at a CAGR of 71 per cent during

1996-01 (MAIT-IMRB), there are happy days ahead for the gaming industry.

Second, contrary to popular belief that games are essentially played by

children, gamers in India comprise the 14 - 45 age group with a large number of

them playing online games. Although serious online games forming virtual groups

are practically non-existent due to bandwidth problems, online gaming is very

popular among office-going population and is set to take off in a huge way.

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More and more corporates are looking at interactive games to be used in

product branding as consumers interact with the brand while playing games. For

instance, in its flagship product--the Yoddha–help (or energy) to the gamer

comes in the form of refreshment which is a bottle of Pepsi.

Indiagames.com had also undertaken branding campaigns for Four Square and

Godfrey Philips by setting up game kiosks across various cities for a specified

time-period. It has signed with Bheeshma International promoted by Mukesh Khanna

to develop games based on the character Shaktimann and with film-producer BR

Chopra to use the characters of Mahabharata to develop games.

Adds Gondal, "Price is not necessarily a deterrent. It is also important

for the theme and characters to appeal to gamers." Indiagames has been

developing various online games according to the mood of the nation.

Next could be a game on popular sentiments like a domestic war in the family

or a game playing nasty tricks on the monstrous boss at office. The creative

possibilities are immense as are the business propositions, both on the domestic

as well as the international mart. So, are we game?

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