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India
Trends - BUSINESS
India
still playing the waiting game
The
computer gaming industry worldwide is a vibrant multibillion-dollar
affair and growing at a rapid pace. India’s small-change in comparison.
Rajneesh De & Stanley Glancy find out what’s keeping Indian computer
users from coming out to play and why our software developers aren’t
scoring high in the gaming ring.
The
80s witnessed the Reagan vs. Brezhnev Cold War, the 90s were dominated
by Bush Sr vs. Saddam, while 2001 saw Dubya pitted against a certain
bin Laden. Many hope that in 2002 the real battle would not be fought
across continents, but only across consoles and monitors with joysticks
and mouse replacing Stingers and Howitzers as the missiles. The
computer gaming industry, estimated at $8.6 billion worldwide in
2001, looks set to come of age in 2002 and grow up to $28.3 billion
by 2004-05. However, in India, gaming is currently emerging as an
industry variously estimated at between only Rs
20 crore and Rs 40 crore.
Though
DOS-based games like Pacman and Carmen were popular during the 80s,
the gaming industry per se started in India only around 1995, coinciding
with the launch of multimedia PCs. Up to now the entire industry
has been a mere mish-mash of pirated games and sundry amateurish
indigenous efforts at creating local offerings. But why did gaming
take so long to emerge as an industry in India? The main reason
is the cultural mindset, feels Jayant Sharma, CEO, Milestone Entertainment,
one of the pioneering games vendors in the country.
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| JAYANT
SHARMA of Milestone says that the cultural mindset has prevented
the gaming industry from proliferating faster in India |
For
a lot of people in India, computer games and gaming
are still restricted to furtive sessions of Solitaire or Freecell
on the office computer, a finger hovering nervously over the close
program button. There is also a basic mindset that gaming
is a waste of time and meant only for children. Internationally,
though, games are something of a social sport, with online role-playing
games that have massive subscriber bases, gaming tournaments and
professional gamers leagues.
Gaming
software is emerging as one of the fastest growing components of
the entertainment industry worldwide and it is high time India too
cashes in on the opportunity by developing it as a new segment of
its software industry. Indias software industry has annual
exports of around $6 billion and nearly 20 percent of the global
market share in customised software. However, the country is nowhere
when it comes to games development. India is not even on the radar
screen today. It is estimated that close to 150 million people regularly
play computer games worldwide and around 215 million games were
sold
in 2001 alone. This means that every home in the US had more than
two games. Therefore, Sharma feels there is a huge opportunity waiting
for India to tap in the gaming industry.
Slow
off the blocks
But
apart from the cultural mindset, there are several other factors
that inhibit the emergence of a gaming culture in India. Cost of
technology is one issue. High-end PCs needed to play complex games
could cost between Rs 40,000 to 50,000. In addition, India lacks
a game-development fraternity that could create culturally suitable
games. Gaming parlours and arcades are also largely lacking in this
country.
Gradually,
as barriers drop, the situation in India too is likely to change,
Sharma says. Cost of technology is dropping, people here are becoming
more technologically aware, and they also want newer forms of entertainment.
In India, popular games could cover a wide range of possibilities,
from role-playing and adventure to simulation, sports, war games
and edutainment that blends learning and playing.
According
to Sharma, international franchises like Tomb Raider, Unreal Tournament
and the Quake series are very popular as are games built around
sporting personalities like Brian Lara (cricket), as well as film
franchises. The popularity of the Lara Croft in Tomb Raider resulted
in the movie doing particularly well in India last year. Nearly
all Indian gamers prefer a more instant gratification
gameplay dynamic as compared to a more stratified, immersive, deep
experience. A problem facing computer gamers in India is that games,
especially the more popular ones, are often imported by multiple
distributors, making the prices rather arbitrary. Sharma agrees
that there is a lack of consolidation, Unfortunately this
is still an unorganised industry and a lot of our competition
is still doing unofficial imports. But this is not sustainable,
as the products we import tend to be the most attractively priced.
Others have to price their products higher since they are not buying
from the publisher in the first place.
Milestone
has partnered with six of the main global game developers. These
include names like Activision, Codemasters Software, Eidos Interactive,
Infogrames, Novalogic, Ubisoft Entertainment, Sony Computer Entertainment,
Electronic Arts and VBSoft among others. Consequently, the games
included in the Milestone roster are Tomb Raider, Code Master, Brian
Lara Cricket, Novalogic, Rainbow series, part of Red Storm, which
was bought by VBSoft. Other leading gaming vendors in India include
Gayatri Impex, Sujata Infotech and Padmini Multimedia.
Competitive
pricing
Vendors
like Milestone are also leading the drive to make game prices more
competitive and affordable. This is done by means of purchasing
older catalogues from global developers, which are 2-3 years old.
Reasons Sharma, This ensures that it is not too old and since
it is already back-dated for the Western countries it is also priced
cheaper. Milestone has brought the prices down from a level
of Rs 1,500 to somewhere in the range of Rs 299 and Rs 399. It has
just released Quake at Rs 999, which earlier cost Rs 3,000 and Sharma
reveals that the company will soon release Quake Ultimate which
includes Quake I, II and III at only Rs 999.
Piracy
of games is rampant in India, with titles selling for as little
as Rs 125 barely a week after their international release. It is
estimated that for every one unit of legitimate software there are
over 10 units of pirated products sold. In value terms, the piracy
market could be as high as two to three times that of the legit
market. Distributors like Milestone are attempting to reduce losses
by making games more affordable. This is vital, because as Sharma
admits, distributors are getting hit more by consumer-level piracy.
The
price difference is also slowly eroding. With the release of customised
budget packs, which feature three to six popular games (albeit slightly
older versions) for less than Rs 1,500, the value proposition for
purchasing legal gaming software suddenly makes a lot of sense.
And while the relatively small size of the Indian market makes it
unattractive to most game publishers, some like Electronic Arts
are more proactive. This could be because EA Sports (a brand of
EA) is the top publisher of interactive sports content and sports
as a genre is very popular in India. Milestone has been trying to
convince the publishers it is associated with, that India could
grow to be a volume-driven market, though per-unit values may be
lower.
Gaming
platforms
What
about the availability of the different gaming platforms in India?
There are numerous opportunities for cross-platform conversion between
the PC and next generation consoles like Microsoft Xbox, Sony PlayStation,
PlayStation 2, Nintendo GameCube and Game Boy. This throws up opportunities
like developing the Indianised version of top-selling
international games on these consoles. However, Segas attempt
in 2000 to launch its console Dreamcast in India fell flat. Nevertheless,
Milestone has now gone ahead and launched the PlayStation with Sony
in India.
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SUDHIR
MATHUR of Arena Multimedia is of the view that India can
contribute significantly to the international games development
scene |
In
addition, Milestone is planning to launch PlayStation 2 in the near
future. Also both Xbox and Nintendo are expected to arrive in India
by 2003. Explains Sharma, The fact that PlayStation 1, which
is obsolete in most countries in the West, is being launched here
now proves we have still a long way to go. But in the next fiscal
year PlayStation is likely to contribute to 33 percent of our revenues.
In India, till now there has been no culture of consoles. But there
is a gradual realisation taking place that PCs are not user-friendly
for gaming. Because India has not had consoles, distributors here
have been selling racing games, sports, etc, for the last few years
instead of first person shooters (FPS), arcade games and sci-fi
theme games.
Game
development
On
the game development front, precious little has been happening in
India, barring stray initiatives by outfits like Indiagames, with
Quake clones such as Yoddha and Chakravyuha. One of the reasons
for this deficiency could be the inadequate training facilities
available till date. But things are changing now with both Milestone
and Arena Multimedia tying up with software vendors like Discreet
for imparting training on games development. This requires knowledge
of complex software like 3ds Max and Maya. Milestone already has
a full-fledged game development team in place. However, it does
not intend to build its own game engine right now. So it just licenses
the engine which is suited to a gaming idea of its interest and
commissions the coding in terms of linking vehicle behaviour in
different scenarios.
Sudhir
Mathur, head, Arena Multimedia, feels that India can emerge as a
strong provider of content or programming resources. He believes,
Game development is one area where India can seriously contribute
to the international market. We have some pretty talented artists,
3D modellers and programmers, who, if given the right kind of tools
and resources, can create outstanding quality content.
A
good example of a gaming success story is Starcraft that surpassed
all expectations by selling over a million copies in Korea, hitherto
not a huge market for computer games. The Starcraft craze in Korea
even helped the developer Blizzard license the games characters
out for products ranging from action figures to breakfast cereals.
Sharma feels that several games have the potential to do a
Starcraft in India but obviously on not as large a scale.
Miles
to go
Though
Sharma and Mathur sound bullish, it is true that there are many
hurdles before the gaming hobby can gain mass acceptance. The cost
of the technology is pretty steep. Secondly, there is a problem
of accessibility: there just are not enough places that provide
an immersive experience that can have a long-lasting impression
on the people that try it out. Thirdly, there is a mental perception
that gaming is an activity meant only for kids. There is an apprehension
towards the technology involved in gaming. Lastly, we dont
have any cultural influences or icons that we can identify with
in the games we play. For instance, Star Wars and science fiction
is a part of American culture and games based on these influences
have that instant connection with gamers in the US. In India, developers
would perhaps have to think of concepts centred on our ancient mythology
and indigenous cultures. Serious gaming in India has only been around
for the last six or seven years, though it has been very popular
in the West since the early 80s. There is still a while before we
will see an exponential rise in the volume of sales.
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