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These
days Rohit Wadhwani is spending a lot of time on his mobile phone.
And no he is not speaking on the phone, nor is he smsing, even if
you find him fiddling with the buttons on his ngage phone, whenever
he gets the time. Rohit has become the new gen mobile game devil
and he is besotten with the wireless gaming options his multifunctional
handset offers him. He is increasingly anting up rupees downloading
the latest game that his phone company is pushing at him. And the
games have reasonably high graphics, and a good amount of animation
too!
Welcome
to the world of gaming, where technology is moving at gee-whiz speeds.
Technology giants in the pursuit of extending the utility and capability
of wireless technology, are dialling in billions of dollars
into development.
The
push has resulted in the emergence of a host of new concepts, applications
and protocols like Blue Tooth, Manet and so on. Parallel to the
advancement in wireless technology, the consumer universe is witnessing
a thrust on interactivity. All these have combined to make
the mobile phone a hot device.
One
of the features and services that handset manufacturers and network
operators are betting big on, is wireless gaming. Annualy the global
turnover for wireless gaming is $550 million. The market in India
is currently around $8 million and is expected to double by December
2005.
The
Indian market has 4 to 6 large game development companies with 50
seats and more, while there are another 100 odd small game developers
with 5 to 10 seats which are dedicated to developing for the wireless.
Leading Indian game companies like Indiagames, Dhruva Interactive
and Paradox which develop for a range of platforms such as PC, console,
wireless and online are very optimistic about the wireless gaming
scene.There is also Mobile2Win which is majorly into wireless gaming
and solutions. These companies have moved up the value chain from
being just developers to being license holders, developers and publishers.
While
game development involves a lot of programming there is a substantial
amount of animation too. The involvement of animation is all set
to increase with the advent of 3D gaming and with technologies similar
to flash being adapted. The development cycle for a mobile game
takes from about 5 days to 5 months depending upon the kind of game
being worked on. This includes game concepts, scripting, programming,
character design, animation, level making and testing.
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A
screenshot of the Yahoo India Mobile games page
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Carriers
(Network Operators) such as Airtel, Hutch, BPL Mobile, Reliance
and Tata Indicom and portals such as Rediff, Yahoo, Indiatimes and
Sify are the distributors for mobile games in India. Besides the
publishers, developers and distributors, there are also a few content
aggregators who aggregate content from across the world and tie
up exclusively with network operators.
Across
Asia and especially in China and India, the growth in cellular subscriptions
is blazing. China alone has 330 million mobile phone users. A lot
of developers from across the world have been attracted to this
market owing to the sheer numbers. India too is a large market and
curently has 40 million users. The number of Indian users is expected
to touch 80 million by Dec 2005. There are around a million GPRS
consumers and 1.4 million java enabled handsets. The number of paid
downloads for GSM handsets in India is around 600,000 a month, while
there are another 15 million free game downloads in the CDMA space.
Such
an exciting opportunity cannot be overlooked by any content creator
or IP holder who is serious about business.
THE
CONSUMER - CONSUMPTION PATTERNS
A general assumption that teenagers and college kids are the
TG for mobile games holds true to a certain extent. However there
is an equal number of gaming activity across adults too.
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There
are a lot of adults who are avid gamers too
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Commenting
on this Vishal Gondal MD of the Mumbai based Indiagames says,"Defining
TG by age is one way to look at it, however it would be more accurate
to define our TG by mindset. The mindset of a person who visits
Barista is similar to the mindset of our TG"
K Rajesh
Rao, CEO of the Bangalore based Dhruva Interactive comments,"The
mobile gaming consumer is not just the gamer who wants to play on
with the mobile; a large segment is hitherto non-gamers who are
experimenting and taking on to games and other mobile content such
as ringtones. So clearly this market is evolving, it is quite exciting
actually"
Mobile2Win
country head Rajiv Hiranandani offers another interesting insight
saying,"Online score submissions are driving good revenues.
There are quite a few C.O.Gs (closed user groups) which regularly
have wireless gaming competitions. There groups keep track of the
new games that are to be launched and plan competitions around the
launch.There are a growing number of mobile gaming communities that
group up based on genre and choice of game play"
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"Download
numbers are highly dependent on timing of the game's release,
the position of the game on the operator's game deck and of
course promotional activity"
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Dhruva
Interactive CEO
K Rajesh Rao
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An
ingame screen shot of
Dhruva's Pat Cash Tennis
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The
timing of a game release also has a lot to do with downloading activity.
Commenting on this, Dhruva's Rao says,"Download numbers are
highly dependent on timing of the game release, the position of
the game on the operator's game deck and of course promotional activity.
We released Pat Cash Tennis in UK at the time of Wimbledon, Vodafone
gave it the Game of the Week position during the final's week and
we had promotional activity that included giving away Pat Cash signed
Tennis racquets, T-shirts and bandanas... and a grand winner would
get to play with Pat Cash. When you do this you see a 10x increase
in downloads"
CDMA
players like Reliance Infocomm currently offer free gaming. The
scene out here is more mass oriented. Anurag Khurana, CEO of the
Reliance owned Paradox Studios says,"Reliance always targets
the masses. As gaming on the Reliance network has uptil now been
a free service, there are a whole lot of people whom we have observed
indulging in gaming activity. In fact my driver is one of the most
avid gamers that I have come across" Anuraag's statement gives
us another pointer. A person with a mobile device tends to start
gaming while he plays the waiting game.
CONTENT
Games spun around popular icons and brands are a big draw. Brands,
Bollywood and Cricket rule the roost here.
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"Indiagames
strategy is to take licences to established brands which lend
themselves well to gaming and develop products around them.These
brands help us penetrate markets"
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Indiagames
MD Vishal Gondal
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Amongst
the developers, Indiagames has built up a successful model wherein
it acquires licenses for popular icons and properties and develops
games around them. In the past few months the company has developed
games around The Day After Tomorrow, Bruce Lee, Buffy the vampire
slayer and Spiderman.
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The
title shot of Indiagames' mobile game around Buffy
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Commenting
on Indiagames' content strategy Gondal says,"Indiagames strategy
is to take licences to established brands which lend themselves
well to gaming and develop products around them.These brands help
us penetrate markets. Currently we are looking at a big brand from
the orient. We are also coming out with a Bruce Lee game which we
are sure will do well in China and the Asean countries as Bruce
Lee is a big icon there"
Dhruva's
Rao speaking about his company's content strategy says, "Dhruva's
focus is on the mass-market consumer and not the 'hardcore' gamer.
Especially in the India, the market is nascent and we have a unique
opportunity to create a broad based audience by making games with
mass market appeal."
"Our
latest game is around Charlie Chaplin, who is a truly mass market
brand, and the games will be simple and fun to play for people of
all age groups. In India there has to be a lot of experimentation
with different types of gameplay and content to figure out the consumer
preferences. There are some pointers for this from our local movies
and television, but these are a 'passive' forms of entertainment,
whereas gaming is an 'active' form of entertainment. So there are
bound to be differences, but we have to discover them through our
products" adds Rao.
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(Left
to right) Paradox Studios' Marketing head Salil Bhargava and
CEO Anurag Khurana
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"We
are focusing on some very high quality content now, not necessarily
high end, but great quality. Even on the same phone we want
to pull off better games than others"
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Paradox
is making a transition from quantity to quality, the company is
currently developing 2 high end titles around Brands. One is a racing
game around Australian F1 racing legend Peter Brock and another
one around Hollywood Toughie, Jean Claude Van Damme. Paradox Chief
Marketing Officer Salil Bhargava says,"We are focusing on some
very high quality content now, not necessarily high end, but great
quality. Even on the same phone we want to pull off better games
than others"
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The
M2W Jassi game
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Talking
about Jean Claude he says," Jean claude is personally involved
in the making of the games. We sent across AVIs of the game to him
and he suggested a few changes. He added 2 moves and the name of
the game 'Van Dammage' too, was suggested by him"
Mobile2win
has its plans firmly focused around Bollywood and Cricket. In the
18 months of its existence, M2W has developed content around flicks
like Dev, Main Hoon Naa, Lakshya and now Sholay. It has also developed
games around serials like the popular TV show Jassi. In cricket
the company has a Sachin game besides quite a few generic cricket
games.
M2W
Country business head comments,"We have a combination of arcade
games and games based on Bollywood and Cricket. Having a brand name
always helps" he also points out that "Games developed
around occasions like Diwali and Christmas do well too"
THE DEVELOPMENT CYCLE AND THE INVOLVEMENT OF ANIMATION
The
development cycle for a mobile game includes game concepts, scripting,
programming, character design, animation,level making and testing.The
cycle is divided into 3 parts, Pre Production, Production and testing.
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"We
have a combination of arcade games and games based on Bollywood
and Cricket. Games created for occasions like Diwali and Christmas
also do well"
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Mobile2Win
country head
Rajiv Hiranandani
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Pre
Production involves concept art, game design and game dynamics.
Production is final concept arts, modeling, animation and programming.
Animations and characters for the wireless have extremely low poly
counts.Testing
is a big task for game developers. There is a wide range of formats,
platforms, carriers and handsets that the games have to be tested
for.
Commenting on this exhaustive process Dhruva's Rao says,"A
factor specific to mobile games is that a game needs to work on
more than 50 different phone models, and today more than 50% of
the development time goes in porting, testing and certification
of games before a mobile operator will place a game on their consumer
facing games catalog. Typically there are separate teams for porting
and testing, some companies prefer to outsource this activity"
The Indian game developers take their games seriously and spare
no cost or efforts to enhance the entertainment value that their
games offer. Calling game development a part of the entertainment
business, Indiagames MD Vishal Gondal says," We are in the
entertainment business, it is not about trying to save money in
production, it is more about making a product that is a hit. We
invest good amounts of money into all the aspects of our game."
On
being asked to specifically comment on animation, Gondal says,"Animation
for us is an art form, it has to be topmost quality. At times we
pay thousands of dollars to develop art for our games"
Commenting
on the involvement of animation , Paradox CEO Anurag says,"Developing
games for the wireless, currently involves relatively lesser usage
of animation, but the scene is set to change with the arrival of
3d mobile gaming when the usage of animation will be on par with
that for a PC, besides, exciting standards like flash are also on
the anvil"
M2W's
Rajiv comments,"Going by current standards, flash is an inhibitor
due to filesize and bandwidth. Animation is around 20 to 25% of
the total game development"
"We
are doing a lot of R&D around multi player games. Indian bandwidth
makes it difficult for such games. We are developing them specifically
for the international market. Our new game should be ready within
the next 8-10 weeks.
DISTRIBUTION & REVENUE SHARING
The distribution pipeline that extends from IP owner to the consumer
includes, the IP owner, Publisher, Content developer, Carrier and
the consumer. There are also Portals and aggregators that could
be part of the distribution.
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game publishers identify properties around which they can have
succesful games. They then approach the owners of the desired
IP and purchase the license. Next they assign a developer the
task of developing a game around their content. Once the game
is ready, the developer is paid his development fees and the
publisher then releases the game to its partners which are carriers
and portals. The carriers and portals then offer the game to
the consumer via downloads, which is done by smsing to the respective
shortcodes or via portals. The download fee is then shared by
the carrier and the publisher. A lot of developers are moving
up the value chain by becoming publishers. |
With
competition getting fierce, the carriers now prefer to have exclusive
games and more so during the first few months of a game's launch.
While
players like Reliance Infocomm currently offer games for free, the
GSM market has games at various price points. The price points are
usually Rs50, Rs 99 and Rs150.
The International Market - INDIA
CHANTS THE QUALITY MANTRA
The International market for wireless gaming is a staggering $550million.
The Indian game development companies are now playing the game more
as publishers than just as developers. 75 TO 80% of their turnover
comes in from the international market. All of the big development
companies have distribution and marketing partners abroad.
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a majority of the 100 odd small sized game development studios
in the country are service oriented and offer a low cost solution
to the International client, the big studios are bullish on
quality and do not use low cost as their plank while pitching. |
Says
Indiagames MD Gondal, "In Most of the production deals we do,
our rates are higher than the rates of our European and American
counterparts. It is not for low cost but for our expertise and quality
that Indiagames is assigned jobs"
Paradox
marketing chief Salil quips,"Our USP is quality, we dont
say we are Indian and we will do it cheap. No doubt that we are
cost competitive, but that is not our plank for selling. Our plank
for selling is the quality of our games, we can do that quality
at a better price than anyone else can. Our first line of entry
is not price"
Indiagames
is planning a major international expansion programme, Gondal identifies
Europe, US and Japan as major markets. He also comments on China's
potential "In places like China which is a huge market for
us, we assign distributors who deal with all the portals and carriers.
We do all the development work with the native dialect and script."
Paradox
Studios Salil says,"We have got the Van Damme license from
his personal licensing agency and are doing this game in collaboration
with US Based 2 thumbs entertainment. Because they are based in
the US, 2thumbs will market the game in the US and the marketing
for the rest of the world will be done by us. Van damme shall be
marketed worldwide and sold as a Paradox 2thumbs presentation"
Dhruva's
Rao informs," Today Dhruva has succeeded in its first objective
of creating and establishing an Indian games company that is globally
respected. Our next objective is to become a globally respected
company with a global presence. We have an office in UK and shall
have anothe roffice in California by march'05"
M2W's
Hiranandani says"Seimens is an investor in M2W, they help us
make inroads into the international market. We have 108 partners
across the globe"
MANPOWER
& SKILLSETS
Just
as with the Animation and FX industries in the country, there is
a shortage of trained manpower in the gaming industry too. The game
developers are on a constant recruitment drive as they grow and
expand.
Indiagames which is currently 165 people strong is on a major international
expansion spree and between all its operations which includes developing
for online, PC and console is looking to be 300 by the end of next
year.
Paradox too currently at 85 people is looking to grow bigger, the
growth is in both, its wireless and console and pc game development
sections.
Says, Dhruva's Rao,"We have 60 people, our Console division
is much bigger than our mobile team. We have an office in UK, for
managing our projects in Europe and for sourcing talent that compliment
ours, currently the UK office has 3 people and will eventually have
around 10. We will have an office in California by March 2005, again
here we will have a team of around 10. Of course our biggest constraint
in India is that we cannot grow quickly enough due to lack of game-ready
manpower that is of international quality. By middle of next year
we will have our first studio in the East, this studio will have
100 people. The setup is already underway"
Working in a game development company pays well. Indiagames' Vishal
quips" The entry level salaries for programmers at Indiagames
are on par with giants like Infosys. We are hiring a lot of forieners-
the criteria is ...who is best for the job? and we are willing to
pay top dollars to get the best of the talent"
As in defining consumers, mindset is the criteria that the studios
look out for while recruiting."It is not skill sets but mindsets
that are important while getting in people to work here" says
Paradox Studios' Khurana.
The future
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Advergaming...
Ahoy!
M2W's Castrol game
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The
future for India's mobile game development community looks bright
and alluring. Even as this industry moves into top gear, there is
a critical issue that it needs to tackle. The issue of IPR Copyright
laws.
"IPR and Copyright laws have to be strengthened and the employers
have to be educated about how essential and critical, client confidentiality
is" says Indiagames' Gondal.
As
the number of cell users in India multiplies, the mobile phone is
going to emerge as one of the hottest devices that marketers, service
providers and the entertainment industry shall target. The
emerging popularity of wireless gaming holds a lot of advergaming
potential. Already M2W has developed advergames for companies like
Castrol and is in the process of making a few more advergaming deals.
The feel that one gets is that mobile gaming is going to get bigtime.
The segment is drawing media attention as never before. Wireless
gaming seems set to snowball in the future.
Content creators.... the future beckons!
- Animation 'xpress Team
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