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| Indiantelevision.com's
interview with Indiagames founder Vishal Gondal |
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'Convert
pirate users into paying consumers & gaming industry
will be worth Rs 3 billion'
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| Posted
on 1 October 2007 |
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Gaming
firm Indiagames is on the move. It recently came back into
the online gaming space with its Games on Demand concept.
UTV also took a majority stake in the company. Indiantelevision.com's
Ashwin Pinto
caught up with Indiagames founder Vishal Gondal to find out
how the company has evolved and the plans ahead.
Excerpts:
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How has your business model evolved over the years?
We started off as an online games company. We did free
flash games where money came from advertising. However, we
found that it was not scalable and limited. So we took a call
to move out of online gaming and into the services business.
Then
we saw the opportunities in mobile gaming and so we became
a developer and then a publisher of mobile games. Last year
we returned to online gaming with a new strategy games on
demand. We have a subscription based gaming service. Users
can play unlimited games for a flat fee.
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Right now we are at a time when gaming is starting to take
off in India. How do you see the gaming space faring vis-a-vis
traditional entertainment like TV, films?
Globally gaming is bigger than film. In the US, it is
bigger than Hollywood. The same thing will happen in India
eventually. In every mature market where it has spread it
has done that - like Korea, China. India has a lot of young
people who do not watch 'Saas Bahu soaps.
They
are not as much into current television, which is dominated
by the housewives. I am not saying that this segment is bad.
However going forward more people will get into interactive
entertainment. Gaming is part of this, along with activities
like Second Life. More and more people will take to the virtual
world.
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What
would you say is the main challenge gaming faces
in India?
The problem in India is not that people don't game. The
problem is that people buy pirated games. Nobody was paying
for legal games. Indiagames is trying to build an eco system
where price points are such that the consumer does not want
to pirate anymore.
If
we are able to convert the pirate users into paying consumers,
that alone will make the gaming industry worth Rs 3 billion.
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'We
are about to launch a Godzilla game; we are about to
release a cricket Twenty20 game'
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What kind of price points are you looking at?
To give you an example; for the games on demand service
we offer unlimited games for Rs 200. Today when you pay Rs
150 for cable TV, do you want to buy pirated tapes of TV content?
Our logic is the same. When consumers can get all games for
Rs 200 why would you buy pirated games for Rs 100?
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Who are your partners for games on demand?
We have partnered with pretty much all the major gaming
publishers in the world for content. So we have distribution
deals with firms like Popcap, Atari, Activision, Codemaster
Playfirst. We also have a tie up with MTNL, Sify, among other
platforms. We also work with Qualcomm, Microsoft to make sure
that our games are cutting edge.
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UTV recently bought a majority stake in Indiagames.
What synergies do you see here?
UTV is an integrated entertainment firm. If you see what
Ronnie is doing, he is building a business that encompasses
the entire gamut of entertainment from TV, to films, to online
entertainment. So the UTV deal allows us to be a part of the
bigger picture. Bindass is UTV's effort tap into the youth.
The youth want gaming and so we will work with Bindass to
see how we can integrate gaming with their offerings.
UTV
also has a stake in Ignition, which is a console game publisher.
Between Ignition and us we have capabilities across all platforms.
We will be looking at how we can exploit IP into the console
space and vice versa. UTV will also create IP in the form
of movies and TV shows. So we can adapt some of these into
games, which we then market.
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Are we going to see more tie ups like this as traditional
entertainment firms seek to broaden their horizons?
The Indian film and media industry are getting more professional.
They are also converging a lot. Previously, the film industry
was a different silo, the broadcasting sector was a different
silo the net industry was a different silo.
However
Fox buying MySpace triggered off a chain of events where media
firms want to have their share of the pie in every segment
to boost customer interaction. So if customers are increasing
their time spent on the internet, mobile then for traditional
media firms who are in TV or print it is a natural progression
for them to look at exploiting the other screens too.
You
will see more corporate deals. Traditional media firms realise
that it is difficult to build a new media business from scratch.
It is better to buy such businesses from market leaders in
their respective fields. Adobe and Cisco also have a stake
in Indiagames.
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What targets have been set by Indiagames in terms of market
share?
It is too early to talk about revenue targets. On the
market share front on the mobile side we enjoy upwards of
50-60 per cent share. On the online front we are the only
firm to offer games on demand service. The other players are
trying to sell MMOPGs which is a niche segment. It is early
to say if there is competition online as the market is new.
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What have been some of your biggest properties so far
and what have you learnt from their success?
We have worked on properties like Bruce Lee, Jurassic
Park, Rush Hour 3. In India, we also distribute content
from the likes of Electronic Arts, Fifa, Batman, Transformers.
It
is important to work on the right kind of property. You cannot
take any movie or any story or any character and convert it
into a game. The brand has to lend itself to gaming. In the
past games have come out of family drama. However cricket,
action, sports games work better than love stories.
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Which are your five big markets globally and how many
partners do you have?
We have 150 partners globally, Our key markets are the
US, Australia, Japan, Europe and India. We have offices in
London, Los Angeles, Beijing, Mumbai. These are the core hubs
where we do business from. We recently set up an office in
Madrid, Spain to cover Southern Europe.
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What
would you say is the main difference between
developing games for the internet and for the mobile?
The screen size is the first major difference. Attention
spans differ. For the mobile you design a game for someone
on the move. His time with a game is limited. He/she also
has limited access to 10 different keys. Online people tend
to spend more time on a game. The control is wider.
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When
you work with a firm like NBC how much of a
collaborative process is it?
It is very collaborative. We have to work with the production
team, share creative ideas with them. We have to get approval
for game concepts. We work together to exploit the complete
commercial value of the property.
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Could
you shed light on the relationship between gaming and social
networking?
Gaming was the first social network. If you look at xBox
Live you see gamers wanting to connect with other gamers.
This is how social networking was born. After that social
networking was adapted to other common interests. We have
had social networking since the first multi player games came
up.
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Where
does Indiagames get creative ideas for new games from?
We have a team that brainstorms on creative ideas. We
have to see whether properties are relevant in different markets.
You do not want to have a situation where a property is only
well known in one market. So we have to do research to find
out whether people in the US, Australia, Europe, India know
about the property. If it is less or more in one country then
what is the extent? Our business is about taking calculated
bets.
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From
a client viewpoint what does Indiagames bring to the table
vis-a-vis the competition?
People know that India is good for technical execution.
India has been looked at as an outsourcing base. We have changed
this perception. We were the first firm to start licensing
games from India. Nobody in the world thought that Indian
firms could go the publishing route. Our first success was
Spiderman which we worked on with Marvel. We proved
that we could not only produce quality stuff in India but
that we could market the same globally.
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Going
forward are you looking to sign long term deals with entertainment
conglomerates like NBC Universal for games or will it still
be on a project to project basis?
It is better to work on a project to project basis as
all projects that they do may not be relevant for us and vice
versa. I don't know if this will change in the future but
as of now we work on a case by case basis.
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What
are the major projects Indiagames is now working on?
We are about to launch a Godzilla game. We are about to
release a cricket Twenty20 game.
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Do
you think that game developers in India have an advantage
in terms of being able to learn from the experience of mature
markets like Korea?
There is always an advantage in being able to learn from
different markets. At the same time each market has its own
nuances and challenges. It is important not to just blindly
follow what a country like Korea is doing as there are cultural
issues and local intelligence.
Indian
preferences for games tend to lean more towards the West than
the East. Indians play games like Counter Strike, Fifa, need
For Speed. China and Korea on the other hand have a lot of
massive multiplayer online gaming.
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How
important is organising on ground events for you?
Very! We have been doing the Cybergame championships for
sometime now. We are working with the CII and the government
to see if T-Sports and gaming can be recognised professionally
as a sport. It should be given equal status as any other sport.
We have the Indian national champions who will be going to
Seattle to compete in the Cybergame Championships. We also
organised an India versus Pakistan event where Kapil Dev was
the chief guest. They played various games like Counter Strike.
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Finally
where do you see Indiagames five years from now?
Right now we are leading in the mobile space. Five years
from now I see Indiagames leading in all gaming spaces.
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