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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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