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| Indiantelevision.com's
interview with Kreeda Games CEO and co-founder Quentin Staes-Polet |
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'In
India, we want games to be the prime reason why people
buy PCs'
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| Posted
on 12 November 2007 |
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Quentin
Staes-Polet is the CEO and co-founder of Kreeda Games, one
of the first Indian internet companies dedicated to massively
multiplayer online gaming (MMOG). The company received its
first round of funding in March 2007 from US based IDG Ventures
and Japan's Softbank.
Kreeda's
flagship Bollywood music and dance game Dance Mela (The Carnival
of Dance) recently made it to the Changemakers gaming honours
and according to Quentin, it managed to do so because it successfully
merged fitness and entertainment into a deeply localized game
for India.
In
an interview with Indiantelevision.com's Arcopol
Chaudhuri,
Quentin talks about the opportunities, challenges and gives
his perspective on the larger gaming industry in India, which
is beginning to gradually stand-up on its own feet.
Excerpts:
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Your first round of funding took place in March. When is the
next round likely to take place?
Well, I cannot share that with you, but it's not anytime
soon. We're quite satisfied with the way things are going
at the moment. Corporate interest in the gaming business is
increasing, not just in India, but globally as well.
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The gaming industry in India is still at a nascent stage.
How is Kreeda combating alternate entertainment options like
TV and cinema in this phase?
Gaming is the TV of the future. And there's online gaming
as well. With the bandwidth increasing, we see a lot of interactivity
coming in. Although India is still a couple of years away
from where we can get healthy bandwidths, we see the combat
happening slowly and surely.
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What's the current size of the current gaming industry in
India?
The Indian gaming market is very very small. Currently
it is evaluated at about $5 million. Nobody really knows the
exact size and there are various numbers floating around.
It is estimated to reach $200 million by 2010.
But
frankly, I wouldn't bet on any of the numbers. Because a lot
of these numbers are part of revenues paid to companies outside
India.
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Has the gaming industry woken up to in-game advertising?
We're one of the first few companies to have deployed
in-game advertising. I can't tell you which brands are advertising,
but the good news is we have the necessary technology to incorporate
it into our games.
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What
are the advantages it offers to advertisers compared to conventional
mediums?
In-game advertising is a much better media for advertising
than TV because the user involvement is so high and it allows
for content integration. It's not interruptive nor is it intrusive.
Customization features are high and I can even make it the
sole reason why the user is playing it.
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What about measurability? How is Dance Mela a valuable proposition
for an advertiser?
Indeed, the best part is the measurability it offers.
For online and mobile games at least, the advertiser comes
to know exactly how many users are interacting with his brand
and what demographic do they comprise. Being an immersive
medium, it offers much more promise to the advertiser.
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There's a notion that a gamer is too immersed in the game
to actually notice brands in the background?
Well, I'd beg to differ on that. Ad avoidance is high
on TV too. Unless of course, you customize the branding to
the gamer. The idea is to create intelligent clickable opportunities
for the advertiser. For example, I create a shop inside my
game where the user can buy branded accessories which helps
him improvise his gameplay.
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What revenue model is likely to work in a market like India?
For us, I think subscription model is a little early in
India. A game where there is no entry level fee, can be monetized
at whatever the gamer is willing to give - his disposable
income, in this case.
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What offerings has Kreeda lined up, post Dance Mela?
We are looking to release 3-4 games a year. Dance Mela
will be our flagship product for the next few months. The
strategy is to pick up successful games from abroad and localize
them for India. We'll be looking at sports games, adventure
games and games which are easily adaptable to Indian cultural
milieu.
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How challenging was it to localize Dance Mela?
Bollywood and dance are two themes that are very strong
in India. This helped us get in new gamers, especially females.
Dance is a strong theme - we couldn't have had Korean dancing,
Chinese - dance has its own identity and Dance Mela
is, therefore, the most localized game in this world. It is
the deepest example of localization in any country. We devoted
about eight months putting into place the characters, dance
steps, clothes, sets and music for Dance Mela.
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So is that what your strategy going to be from now on? Licensing
them from abroad or developing games in-house?
Actually a high-end game takes about two years to launch.
But we licensed the game from China and then localized it
for India, fine tuning several aspects of the game for the
Indian gaming audience. It's easier and more sensible to do
this, for a market like India and the returns involved.
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Why aren't you developing games in-house?
As long as the gaming market crystallizes in India, we
don't see developing games ourselves. The costs are anything
between $3 million-$15 million, which makes no sense in a
market that is emerging. As the market matures, we would look
at developing our own games. India is a unique market and
there is vast potential for developing games specifically
targeted towards Indian gamers. We will do it eventually,
but only when the market justifies the cost and effort involved.
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'Our
strategy is to pick up successful games from abroad
and localize them for India'
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How
much are existing international gaming majors like EA a challenge
to your business in India?
The gaming majors are not a challenge at all. They cater
to a hardcore gaming audience - people whom we at Kreeda are
not after. Of course, we would love it if they played Dance
mela as well, but then to be a successful gaming company
in India, you need to think 100 times that number. You compare
that to the projected $200 million and you think it's not going
to happen.
Look
at China - the country jumped from zero to $1.5 billion in
a period of seven years. In 1999-2000, China was no different
than India in terms of internet connectivity and PC penetration,
amongst other things.
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So
what according to you is going to be a compelling reason for
people to take up gaming?
In US and China, the reason for PC penetration has been
the perks it offers in the form of broadband connectivity, softwares
and games. In India, as a gaming company, we want games to be
the prime reason why people buy PCs. Gaming should be the driver
of PC penetration in India. |
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What's
the audience strategy for Kreeda right now - converting existing
gaming population to Dance Mela or wooing a fresh audience base?
We would be looking to convert them of course, but that's
not an audience we'll be banking on in the long term. Currently
there is a gaming population of 50,000 to 60,000 in India today,
we look to expanding that to 2-4 million in the next few years. |
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Which
genre is going to be the catalyst for growth in this sector
- mobile, console, PC, online gaming?
Well, I think its going to be across genres. Console gaming
will offer premium experience and will contribute a larger share
to the gaming revenue. Meanwhile, mobile gaming already has
the advantage of a huge user base which is waiting to be aggressively
tapped once connectivity issues are resolved. But the PC and
online gaming scene is most promising since penetration in both
broadband and PCs is showing rapid growth. |
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How
much have perceptions towards gaming been a challenge in India?
Violent actions packed games are a strict no-no, if academic
opinion is to be believed?
Perceptions, of course, matter but as of now that's not
a cause for concern for us, since Dance Mela is not a
violent game. There is moderation involved and we make sure
that there is no abuse in any form. For the gaming industry
right now, there are many more issues much more than perception
that are worrying. |
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What
are these issues?
Distribution, PC penetration, marketing channels. There
is still no entity yet, that takes care of the distribution
requirements of the entire country. |
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And
how is Kreeda addressing these issues?
We're tying up with retailers who are embracing box-game
distribution for the first time. We are setting up our own sales
force who visit internet cafes and take our games over there. |
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What
hurdles are you facing while you do this?
The biggest hurdle we are facing is that the retail scene
in India is undergoing a huge churn in terms of nature of operations,
infrastructure and monies involved. It's great in a way since
it gives us many more outlets, but the scene is slightly messy
right now. |
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Is
the market too fragmented right now?
The scene is very fragmented. In India, to reach your game
to all the malls in the country there is no single channel distributor.
Plus there are transaction issues involved like octroi and transportation
which add to the costs of an emerging retail distribution scene
for gaming. However, we are hopeful that it will stabilize very
soon.
It's
not just our problem, even majors like Sony, Microsoft and
Apple are facing similar issues for selling their boxes and
iPods in India.
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What
is Kreeda's presence across shelves in India?
Currently we are in about 4,000 retail stores and 2000 internet
cafes across the country. |
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What
payment mechanisms are you offering users?
The current crop of payment options include credit cards
for transactions over the internet and prepaid cards. We are
also introducing our own gaming cards which can be used at internet
cafes where our games are present. |
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How
are you promoting Dance Mela?
We are planning to associate with college festivals where
we can give students a full-demo of Dance Mela and our
company profile. Soon we will also be looking at associating
with a TV programme where the game will be integrated into the
show's proceedings. Our objective is to reach 1 million users
by March 2008 and we're working aggressively on our sales strategy
to reach that target. |
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How
does a start-up company like Kreeda see the inroads of Reliance's
Zapak in the gaming market? Are they creating an over-powering
presence?
I think Zapak's entry is great for the gaming industry.
We're all grateful to Reliance for taking so much interest in
this market. Thanks to Zapak, curiosity and following has increased
dramatically in the country. The sector is just emerging - there
are 4-5 players when there is space for about 50. We're right
now creating a pie and then we will work together in growing
it. When it's grown big enough, we can fight for market share. |
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If
you were to do a SWOT analysis, how would the gaming sector
look like?
The strengths would include interactivity, demand, business
models and high profit margins in India. The weaknesses are
distribution, perception and novelty while the opportunities
comprise cafes distribution, Indian retail boom, advertising
and educational gaming
As
for threats, fragmentation is definitely there. The government
might also come up with a regulatory policy when the industry
scales up.
(Photographs
by Mitesh Bhuvad)
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