About indonesia Game Industry - Agate Studio
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Transcript of About indonesia Game Industry - Agate Studio
Indonesian Game Industry “ Overview & Opportunity ”
Arief Widhiyasa – Agate Studio
about:
Startup Company in Bandung Focus in Game Development
Founded and Executed by Students
~ Live the fun way ~
Video compro baru
THIS IS HOW WE START.. Now,..
At First,…
BEGINNING
@ 1 April 2009
15 people $5 /month
15 hrs/day
Our dedicaDon is simply to make life more fun to live. And we believe that game, would make a beFer world by giving fun experience to mankind
CraHing fun experiences to enrich the way of life
We believe in:
~ Live the fun way
The same DREAM, Make us United
Time Pieces
Q3 2009 • 0 Capital • 0 Exp • 0 Management Skill • 15 crews • $5/mo crew’s salary
Q4 2009 • Recruit People start from $10/mo • Increase 100% salary every month • Miss-‐planned, nearly bankrupt at the end of the year
Q1 – Q2 2010 • 27 crews • Boldly spending the rest of $ to renovate office • Expanding the experDse & services: advergames • Making best growth: 8,427% from AcDon Coach Business Coaching • Create own IP
Q3 – Q4 2010 • 34 crews • Up to 100% crew’s salary mulDplied every quarter • Geang professional, team up with 1 of the best quality game developer • Becoming 1 of the biggest game developer in Indonesia
Some small achievement we’ve made: • Merit Winner of Inaicta 2009 • Kaskus Favorite Winner of Inaicta 2009 • Most Growth Company AcDon Coach 2010 • People’s Choice Mochi Award -‐ Flash Gaming Summit 2010, San Francisco • Winner Indigo Fellowship 2010 • 1st Winner Teknopreneur Award 2010
Our Dme pieces is not about the achievements we have made at that Dme. Every single piece tells a lot of stories: fun, inspiring, empowering that could be told to others. It is about our journey. A never ending journey to live the fun way
Q1 – Q2 2011 • 45 crews rewarded in beFer rate & make steady path as the biggest Indonesian Game Developer • Started publishing own IP and get a tremendous local result • Relocated to the new bigger-‐capacity ‘playground’ office
• Win 2 awards in IMULAI 3.0 with Nyanyiyuk & Football Saga, Jakarta 2011
• Champion of CIMB Clicks of the Year 2011, Jakarta 2011 • Winner of BUBU awards web game : Football Saga, Jakarta 2011
And the best achievement for us is sDll:
Happiness to do what we really want to do
Somehow… we managed to
SURVIVE
120+ Games
Current 2012
76People
2009
15 People
MulD plalorms MulD purposes
20+ Parallel Projects
Quality talents ProducDon Capability
Operates in 3 Ci]es
ABOUT INDONESIA A liFle bit overview
Some Basic Stat Ø Indonesia is the World’s 4th Largest Country
Ø Land Size of 1.9M sq km with around 17’000 Island
Ø 56% of populaDon lives in Java Island
Ø Very rich in culture. There’s 1128 sub cultural tribe, with around 746 local language
* Data from Badan Pusat StaDsDka
Internet Stats
Ø 55 million Internet Users (4th in Asia) Ø Nielsen (2011) 48% access from mobile phone, and another 13% from handheld mulDmedia devices
Ø 42 million Facebook Users (4th in World) Ø 59% male, 41% female
Ø 67% internet users are bellow 25, another 21% from 25-‐35
* Data from internetworldstats.com; Nielsen; socialbakers.com
The Growth Year Users Popula]on % Pen GDP p.c.
2000 2,000,000 206,264,595 0.9% US$ 570
2007 20,000,000 224,481,720 8.9% US$ 1,916
2008 25,000,000 237,512,335 10.5% US$ 2,238
2009 35,000,000 240,271,522 14.6% US$ 2,329
2010 45,000,000 242,968,342 18.5% US$ 2,858
2011 55,000,000 245,613,043 22.4% US$ 3,469
Future..?
2015 86,479,571 253,605,779 34.1% US$ 5,209
Not so Good News
Ø Indonesia as a country shows potenDal as a big & growing market (based on populaDon & GDP per-‐capita growth) Ø Internet ecosystem is growing faster than-‐ever Ø In term of market, the habit potenDal is there, (Indonesian people read LaDn alphabet, and weirdly more prefer foreign products etc)
Ø The game industry is sDll very new (immature) Ø The game industry market is also very small
(less than Vietnam market) Ø There’s sDll no exact data about the industry
(no proper research have been conducted yet)
Good News Closure Industry News
INDONESIA GAME INDUSTRY Let’s dip on
Trackback The console market start developed when Atari came
1980
1985 First boom because of NES (*pirated games started >.<*)
1990
1995
2000
The home entertainment becoming more & more popular especially on rich & middle income family (*SNES came -‐ 1992*) Big boom because of Sony
PlaystaDon (1995) (*pirated CDs are easier & cheaper*)
Timezone entered Indonesia (Arcade Industry Began -‐ 1995)
Rental access to play games grew
1998 -‐ Matahari Studio established 1st game developer in Indonesia
Trackback Hacked PlaystaDon 2 came :D 2001
2003
First MMO game publisher came, BolehNet with Nexia KOTW (2001)
2005
2008
2011
MMORPG became popular, Big Boom from Ragnarok Online by
Lyto (2003)
Indonesian Game Developer built an MMOG, Inspirit Arena (2003-‐2007)
PC-‐LAN-‐Based Games began tracDon (esp. CS & Dota)
Rise of Flash Game Developer (2005)
Phenomenal success of Point Blank MMOFPS by Kreon (2009 -‐ present)
Rise of Facebook & Social Games
HOW’S THE STAGES (MARKET)..? DISCLAIMER: From this point beyond, most of the data is approximaDon Based on Experience, and discussion with player in the industry…!
Latest Stats Ø The mone]ze-‐able local market is Arcade, Web-‐
Based MMO (Social Games, etc), Client-‐Based MMO, and Mobile Games
Ø Majority users sDll from Java Island (~70%) Ø There’s around 30,000 PC Café to play Ø Home users rate is increasing
2008 -‐ Home:Café = 3:7, 2011 -‐ 7:3 (*including social games players*)
How Big is the Market..?
Web-‐Based MMO / Social Games
Ø Approximately there’s 7-‐8 million player in Indonesia Ø Depends on the games, the ARPPU ranges from $3 -‐ $12 / month Ø SDll depends on the games, the paying user rate is around 10%-‐30% Ø Approximately the monthly sales is around US$ 8 million monthly (* this is almost half of Vietnam monthly sales *)
Ø Approximately there’s 12 million player in Indonesia Ø Depends on the games, the ARPPU ranges from $0.5 -‐ $2 / month
Ø SDll depends on the games, the paying user rate is around 0.5%-‐8% Ø Approximately the monthly sales is around US$ 1,200,000 monthly
(* majority comes from Zynga Games *)
Client-‐Based MMO Games
WHO’S THE ACTORS..? So,…
The Actors
Gamers
Publisher
Media Plakorm/Channels
Developer Associa]ons
Government Academics
Publisher -‐ Facts
Client-‐Based MMO Web-‐Based MMO Mobile Games Arcade Games
General Stats
Popular Games IP-‐Based Game
Ø There’re around 20 Game Publisher here
Ø Successful games could get in average around US$400.000 per month
Ø Dominated with Facebook Games (especially by Zynga)
Ø Poker is most popular, People love gambling
Ø Most player is local Content Provider who act as a publisher
Ø Average lifeDme revenue of good games is USD$8000
Ø There’s only 5 big player in the country, with one focus on outside Java Area
Ø PreFy stable industry
Publisher -‐ Top Player
Client-‐Based MMO Web-‐Based MMO Mobile Games Arcade Games
Carriers + CP
Publisher -‐ Challenges
Client-‐Based MMO Web-‐Based MMO Mobile Games Arcade Games
Ø Big Market PopulaDon, but Low ARPU Ø Archipelago Country, challenge in distribuDon, and
BTL promoDon acDvity Ø There’s sDll no solid Payment Channel Ø Infrastructure is not evenly built, there’s a big gap
between big ciDes and smaller ciDes
Developer -‐ Facts
Ø First developer was Matahari Studio, was built on 1998, followed by Altermyth at 2003
Ø New Game Developers boom at 2005-‐2007, where there’s a lot of opportunity in the Flash Sponsorship Market
Ø Now there’s a second wave because of the Startup Euphoria and mobile games market grew with small entry barrier
Ø Currently there’s around 79 Game Developers Ø Most of them (85%) sDll indie, less than 10 people
Developer -‐ Challenges
Ø It’s hard to find ready Talents for Game Development, but the potenDals is very high
Ø Access to Local Market, and the size is sDll limited. So majority of Game Developer moneDze from Global Market
Ø As always, hard to access capital in Bank, need other way for financing
Ø Sustainability is always an issue, developer needs to expand their business wisdom
Media
Offline Media Online Media
Ø Started around 1996 Ø Very popular back then, but currently, the popularity sinking
Ø There’s sDll no established Online Media Ø Some starts from Forum/CommuniDes, currently becoming news portal/blogsite Ø Some black horse recently appear, www.duniaku.net
Ø Indonesian Government recently had shown a big support towards the CreaDve Industry, especially the digital ones (since 2009)
Ø Support shown by various program from many ministry to endorse growth of the ecosystem
Government
One of the popular yearly program is INAICTA, from CommunicaDon and InformaDon Ministry. It’s a NaDonal Yearly CompeDDon, with a special category for games product since last year
Academics
Ø There’s sDll no direct support from Academic insDtuDon to the Game Industry Field
Ø But from certain universiDes, they already open a post-‐graduate major about Game Industry
Ø There’s also some private university, that already made a game industry specific specializaDon course
Associa]on
Focus on Wider Area
Focus on Game Industry
RECENT EVENTS Any BUZZ Lately..?
The Crowd is There..!
Video id bermain
A GATE INTO GREAT COLLABORATION The Future Need & Opportunity of Indonesian Game Industry
First of All Let’s agree on some point,.. 1. Indonesian Game Industry has a very big poten]al,
yet, it sDll very new 2. The Market itself shows a great growth, but sDll
need some effort to build the market further 3. The Player of the Industry (especially Publisher and
Developer), already there, but s]ll new also
So,…
I believe there will be one common needs,.. Everything :P
We’ve to build the Ecosystem of Indonesian Game Industry
SOME IDEAS How to build the Ecosystem
Developer -‐ Ideas
1. Outsourcing Service, providing early market access to the Developers. (We have the skills, and our rate is very compeDDve)
2. Co-‐Development, with the more senior developer, we could create a co-‐dev project to accelerate maturity
3. Talent Exchange, to accelerate talent maturity and knowledge growth
4. Access Japan’s Market, help the developer to access Japan’s Market
Publisher -‐ Ideas
1. Publishing License of Japan’s games to Indonesia, and of course we hope a value deal because the market is sDll new
2. Co-‐Publish games, accelerate the maturity growth of the market and the publisher maturity also
3. Joint-‐Effort for Market EducaDon and Market Research
General -‐ Ideas
1. Knowledge Transfer, especially with the industry player and students
2. Joint Event, frequently we build expo, seminars, workshop, etc..
Contact me: [email protected] | @clawford