| A recent report suggests
the overall gaming revenue in India to be somewhere around 167 million dollars.
How much of it do you think comes from casual games? I'll be honest with
you as I think 90% of it comes from casual games because mobile games are casual
games as the format of casual games. If your question is how much of it comes
from online games I would say very little. I seriously doubt the methodology of
generating these numbers. I think a lot of it is exported work development and
that is not consumer market. You could be an animation studio, working for five
years on a gaming project and if you record the revenue as animation and gaming
then that's a very different story. They should break down those 167 million dollars
into consumer revenue and trade revenue, which they have not done. From a console
point of view I think the numbers are horrible and if you include the number of
PS2's and PS3's being sold in India, I think the numbers are just declining. At GDC this year the
Sony online representatives went on stage and said, "We don't think we will
ever make another Play Station". It's almost facing extinction. The consoles
are becoming the Fiats and the Ambassadors of the gaming business except the magical
console called the Wii. The guys at Nintendo said, "Was the content on the
console bad or was the console bad". They figured out, everybody likes to
play. Suppose I am not a gamer, I am a businessman, I don't have the time to play
a game, I want to play Call of Duty but I don't have 80 hours to understand
the game and then start playing it. My epiphany of what was wrong when games came
when I was trying to play flight simulator. I have documented this, it took me
14 hours to just get a Jumbo Jet off the runway and that thing crashed within
three minutes and I said, "Look, there is something phenomenally wrong in
this business". So the Wii comes
along and says we will be the anti thesis of content on the console, we will not
say no to the console. They created a console that is so casual and so down to
earth and easy to play that the content won the hearts of millions and of course
the innovation of the design. But what if the console today also plays very casual
games, would that work? Probably it would, the console guys got so stuck up in
extremely good games that they just alienated 99% of the market. So here's a data
point for you, only 2% of people who play any console game ever know how to complete
it, 98% abandon it at some point of the game or play the game for five years without
going beyond a certain level because the level of difficulty becomes too high.
So if the game costs USD 20 million to make, there is USD 10 or 12 million of
content that very few human eyes are ever going to see. That's a complete waste
of effort, time and money. There are
very few people in this world that could make transformers, so easy casual ready
to go and ready to forget formats capture millions and cost thousands. Talking
about monetizing casual games, what are the various verticals that you have tapped?
The obvious, the lowest hanging fruit has been advertising inventory in and
around games, so a pre role, mid role and a post role are essential. A standard
industry ad 300 x 250 works like a charm. It's because it's in the content literally
in front of your eyes, people can't avoid it or in other words, people see it.
If they find it interesting enough, they click on it. So the advertisers are happy
because the CTR's (Click through Rates) are extremely high. The volume is extremely
high so between two or three sites you can buy millions of users. The destination
site receives traffic and communication is a part of the overall communication.
If Nokia is doing a TV ad, this 300 x 250 window can even become a video ad to
put inside the game so the format is compatible with what the agency thought of. The
next branch is adver gaming. Brands like it, investment is higher, reach gets
sacrificed as you don't know how many people can play that game but the involvement
and engagement is extremely high. So brands tend to play a dual game, they buy
the media and also create an adver game. So we have mastered these, the advertising
and the brand gaming. The threat is that, how long can you depend on brands to
pay your salary? When will that ever stop? So
what iTunes did for the world at large, it taught teens and tweens that something
can be bought digitally for 99 cents and that's a song. You can buy a song through
an iTunes account or an iTunes card, store 10 dollars in your account and buy
10 songs as and when you go along. So nibble at digital cookies and buy as you
walk. That led to the explosion of consumer revenue for gaming which is what Zynga
has been able to capture really well and what we are planning to capture very
shortly. So we are now going to branch out on making games that the consumers
will play for the fun of themselves buy virtual goods, exchange and trade. I think
virtual goods are a huge market and people like Zynga have done really well in
that space. Even we are chasing that space like any good gaming company and it
will also free us from the chains of being tied up to advertisers. It's
actually going to be, either you buy items that cost money or you buy a subscription
which allows you to buy a list of items within your subscription period. Something
like a buffet where you pay one time and eat all you can or pay only for what
you want. We are going to work both models but whatever you buy is content. The
content is all linked to one word that I love and that is vanity. People like
to be vain people like to show off and become more clothed then others, accessories
more than others so you invest be it in real life or online. Let
me give you a perspective, the most valuable commodity in this world today is
the eye ball. The eye ball is not cheap, we don't think of our eyes as dearly
as much as we should. For example on Games2win we get 5 million unique users per
week, these are ComScore figures and according to them Zapak is now less than
a million and ComScore records are time spend for 31 or 41 million minutes. Now
I want to ask people, "Where do you buy 41 million minutes from?" Internet
expands time! So what happens is a spot on AXN at 7:33 PM cannot change, it cannot
go to the third domain or it cannot go into a black hole. If you and I log on
to AXN we will see the same advertisement. It will not change for anyone watching
it, whereas if at 7:33 PM if you and I log on to Games2win we will see two different
ads because time is expanding, the site is infinite. If 10 million people login
to Games2win at 7:33 PM, I am serving 10 million different ads to 10 million people
whereas on the television I am only serving one ad. Newspaper or a magazine is
frozen time so is television or a hoarding, but the internet is infinite or you
can call it a black hole. So therefore it infinitely expands revenue. chaitra.shetty@animationxpress.com |