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| K.
Rajesh Raos
Dhruva Interactive wants
to play both the global
and domestic gaming product
markets |
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Vipul switches off the game he was playing
on his mobile phone and pushes open a door.
A loud cacophony of plonks, sprats and dhishooms
greets him. All around the floor, 20-somethings
are sitting glued to computer screens, playing
games. All of them have the audio on full-blast.
It's a geek-meets-goth scene, where spectacles,
goatees, tattoos and T-shirts are the norm.
A huge board on one wall has a large toon
drawn on it. No, it's not a gaming parlour
Vipul has walked into. It's his office.
Welcome to life at Paradox Studios, where
'pay-per-play' gets a whole new definition.
Vipul and his colleagues are interactive
game developers at this wholly-owned subsidiary
of Reliance Infocomm. It is one of India's
largest game development companies, with
presence in the local and global gaming
markets. But, wait a minute. Game development?
In India?
Yes, the $22.3-billion global gaming industry
has struck roots in India in the past half-decade.
Industry sources estimate there are now
about 14 game development companies in the
country who work on all the three platforms
- PCs (on standalone machines, private networks
or the Internet), consoles (on Playstation
or the like) and wireless (on cell phones
or personal digital assistants). In all,
they employ a little over 300 people. Typically,
they are headed by tech geeks who veered
away on their way to Neverland. They don't
have much to drive them - no infrastructure,
puny market, meagre talent pool and tough
financing norms. That is, not much except
their passion for gaming.
It's this passion that has led the three
largest players - Dhruva Interactive of
Bangalore, and Indiagames and Paradox of
Mumbai - to make a mark globally. Dhruva
has worked on several international gaming
titles, of which four have already seen
the light of day. It has reportedly worked
on parts of Enter the Matrix, a game
based on the movie franchise. Recently,
Time took note of the company while doing
a story on animation outsourcing to India.
Indiagames has developed games for 60 mobile
service providers and has been nominated
to Nokia's gaming advisory board, one of
just eight such companies worldwide. Paradox
counts Sprint, Vodafone, Verizon, O2 and
NTT DoCoMo as clients. No mean feats these.
But, their names still don't ring a bell
for gaming freaks.
The reason for that isn't hard to grasp
if you know the history of gaming in India.
For a long while, interactive gaming meant
slot machines in friendly-neighbourhood
arcades, and then, furtive sessions of Minesweeper
on the PC. What finally caught the imagination
of would-be gamers were the PC-based games
of Cricket and Need For Speed.
Now, 30,000-odd serious gamers around the
country are nurturing a legitimate gaming
market worth Rs 40 crore and a pirated market
thrice its size. It's still nowhere on the
global gaming map, but they are at least
in the game. The interesting bit is about
how they crossed Level 1 of this global
game.
Level 1: Getting
Started
The first sparks were lit back in 1997,
soon after the Pentium chip made its debut.
Till then, games that ran on PCs were modest
in terms of graphics and quality because
the machines' processing power set a limit
on what could be done. Gaming was certainly
not a priority for the average PC user,
who had just discovered the Internet and
free email.
But that didn't deter 34-year-old techie
K. Rajesh Rao. Rao had whetted his appetite
for gaming at the Royal Institute of Technology
in Stockholm, where he completed his masters.
In 1995, on his return to India, he founded
a multimedia company called Shrishti Interactive.
But he found that multimedia was in its
nascency and was still used largely for
sprucing up business presentations. So he
shifted tack to gaming with the launch of
Dhruva in 1997.
A chance meeting with Intel traders, Rao
managed to get a Pentium II chip and test
machines through Intel's technology partnership
programme. That nudge from Intel allowed
Dhruva not only to begin game development
on technology that was cutting edge, but
also allowed them access to companies like
Microsoft. It took Dhruva another one and
a half years to make its own PC game engine.
But no big studios were willing to touch
it.
Another chance meeting in December 1998,
this time with gaming legend and Infogrames
Studios' co-founder Eric Mottet, changed
things. Rao reminisces, "He (Mottet)
was very surprised that a game development
company existed in India." At that
time, Infogrames was looking for someone
to work on the PC version of the Mission:
Impossible game, a huge success on Nintendo's
handheld platform. Dhruva has worked on
that game and two subsequent ones from Infogrames.
In 2001, Mottet's investment company Incube
picked up a stake in the company. Another
big killing was made last year, when MS
Gaming signed up Dhruva to work on the Xbox
(console) platform.
Dhruva wouldn't divulge their current earnings,
but claims that its topline will touch $10
million in another two years. The company
believes this will come from a two-pronged
strategy - cutting-edge games for overseas
studios and smaller ones for India.
Others took more winding routes. After graduating
in physics in 1994, Anurag Khurana moved
into networking and started a software consultancy.
But the gaming and dotcom bugs bit him simultaneously.
He left the consultancy and set up a gaming
site called passion4games.com. But it went
under.
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After
the flop of Yoddha,
Vishal
Gondals Indiagames
is betting
on a Playstation game, Ashoka |
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After floundering for a year, Khurana finally
struck gold. Officials from Reliance Infocomm,
which was getting into game development
for its high-bandwidth offerings, met Khurana
and gave him a broad mandate. In April 2001,
Paradox Studios was formed. It now boasts
of one of the biggest game inventories in
the country, comprising over 100 products.
It believes that the mass products market
is the way to grow. To that end, it has
tied up with Reliance Webworld to develop
simple online games like Pool and Carrom
for surfers at its Webworld outlets. It
has released its first PC game, Battledust:
The Championship. And it's poised for
its international release soon.
Like his peers, Khurana shies away from
telling how much he's pulling in, but allows
himself just this: "This year's target
is $2 million-4 million. And half of it
is from non-Reliance business."
About the time Khurana was coping with his
post-bust status, in another corner of Mumbai,
Vishal Gondal was busy setting up Indiagames.
Gondal, 27, started his first company, a
multimedia venture named Fact Interactive,
when he was just 16. For Indiagames, he
got funds from Infinity Ventures and IL&FS.
It started on a different tack, offering
gaming services and looking at co-branding
with sponsors. But it started shakily with
Yoddha in 2002, the first PC-based
game developed by an Indian company for
the local audience. Says Gondal, "The
market wasn't ready when Yoddha was
released." He has since shifted focus
to products, especially mobile games. It
has paid off somewhat with the success of
The Day After Tomorrow and Spiderman.
Emboldened, it plans to buy 18 Hollywood
franchises this year, at costs that could
go up to $800,000 a licence. It is also
set to launch Ashoka, its first Playstation
game.
Gondal is confident that these products
would help him rake in more than $6 million
this year. The future, he reckons, lies
in more product development.
Level 2: Mapping
The Market
What came about largely as a series of serendipities
would need more to graduate to the next
level - more original products that can
find a global audience. But the few early
successes haven't really spurred the rest
of the industry beyond developing parts
of a game (See 'Developing A Game') to creating
shrink-wrapped products.
Gondal puts it at the pusillanimity of the
early developers. To be fair, we need a
view of what they were up against. According
to Mohit Anand, manager (home and entertainment),
Microsoft India, a typical AAA franchise
game - global blockbusters like Age of
Empires or Counter Strike - would
take $25 million-30 million and three years
to develop. It'll be years before Indian
companies can pull in that sort of resources.
Says Christof Romuland, content editor at
Game Force, an Indian magazine dedicated
to gaming: "For a long time, Indian
game developers didn't develop original
content that was good enough for international
publishers."
Rao, whose company started as an outsourcing
firm in the gaming space, says: "Gaming
studios the world over are not looking for
cost advantages. They want the best possible
quality for the money they pay, and they're
willing to fork out 10-15 per cent extra."
Now the Indian industry has seemingly woken
up to the fact that more money to be made
in original content and design. Milestone
Interactive is an example of this. It distributed
for nearly seven years and brought to India
Electronic Arts Studios and Sony's Playstation.
It moved into development less than two
years back.
The segment that's growing the fastest is
mobile. Says Anupam Mittal, president and
CEO of Mauj.com, a mobile solution provider:
"Mobile games are more attractive.
They're simpler than PC-based games and
require less technical competence."
Gondal paints the attractive picture from
the development perspective: "A typical
mobile game costs $50,000-100,000 to develop
in India, as opposed to $200,000 abroad."
They also take shorter time to the shelf
than PC and console games - six months as
opposed to two years or more. Even Indian
mobile service providers like Hutch, Airtel
and Reliance Infocomm are extremely keen
on gaming as a value-added service. Says
Mahesh Prasad, president (application solutions
and content group), Reliance Infocomm: "Gaming
is an important offering for us. We had
started to bring on board mobile game developers
before our services started." The company
claims 750,000 daily game downloads from
its free site.
There are other structural issues keeping
the Indian industry from realising its potential.
"A developer could get 70 per cent
of revenues for providing game content in
the US and up to 90 per cent in Korea and
Japan. In India, local developers don't
get more than 35 per cent," says Khurana.
This keeps the Indian players focussed on
quantity.
There's also the personnel problem. "Game
development requires a different mindset
from regular graphic design and programming,"
says Sachin Naik, head (business development),
Milestone. Very few people are equipped
to think out of the box and it takes at
least 6-8 months for fresh recruits take
to grasp the finer nuances of development.
Paradox and Dhruva have sought to get around
this problem innovatively. Paradox invites
game developers from leading studios across
the world to work with its employees and
provide insights about the business. This
has proved to be popular with its employees.
Dhruva has been a sponsor at IIT Mumbai's
annual Techfest for a few years now. It
conducts gaming workshops and gets in touch
with serious and budding gamers who may
move into the segment later.
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Level X: The
Future
Consultants PricewaterhouseCoopers estimates
that gaming will be one of the fastest growing
segments of the media and entertainment
industry worldwide. It's expected to reach
a size of $55.6 billion by 2008. And one
of the fastest growing regions is expected
to be the Asia-Pacific (compounded annual
growth of 23 per cent for the decade to
2008).
Some contours within are also expected to
change. Mittal of Mauj.com expects console
gaming to morph with PC gaming and emerge
as a single sector in the future, and account
for about 60 per cent of the industry's
sales.
The market for development, in which East
European and CIS countries are making deep
inroads, is much smaller. At the recent
entertainment expo, Frames 2004, consulting
firm Ernst & Young predicted that the
Indian industry will grow to Rs 600 crore
in another five years. Gondal and Rao think
it might not come about that soon.
Meanwhile, some developers are themselves
trying to help the evolution. Indiagames
is promoting the annual Cyber Games for
four years now, where thousands slug it
out on-screen.
So far, so good. But will somebody in India
please switch to Level 3?
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