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Indonesian	
  Game	
  Industry	
  
  “	
  Overview	
  &	
  Opportunity	
  ”	
  
     Arief	
  Widhiyasa	
  –	
  Agate	
  Studio	
  
about:	
  
              ~ Live the fun way ~


  Startup Company in Bandung
   Focus in Game Development
Founded and Executed by Students
Video	
  compro	
  baru	
  
Now,..	
  

THIS	
  IS	
  HOW	
  WE	
  START..	
  
At	
  First,…	
  	
  
        	
  
          @	
  1	
  April	
  2009	
  




                                        15	
  people	
  
                                        $5	
  /month	
  
                                        15	
  hrs/day	
  
                                         BEGINNING	
  
We	
  believe	
  in:	
  
                                                                    CraHing	
  fun	
  experiences	
  
                                                                    to	
  enrich	
  the	
  way	
  of	
  life	
  




                                                                                   ~	
  Live	
  the	
  fun	
  way	
  
                                                                                     Our	
  dedicaDon	
  is	
  simply	
  to	
  make	
  life	
  
                                                                                     more	
  fun	
  to	
  live.	
  And	
  we	
  believe	
  that	
  
             The	
  same	
                                                           game,	
  would	
  make	
  a	
  beFer	
  world	
  by	
  
                                                DREAM,	
  	
                         giving	
  fun	
  experience	
  to	
  mankind	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Mak
                                           e	
  us	
  Unite
                                                            d	
  
Time	
  Pieces	
  
           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	
  

      Q3	
  2009	
                                    Q4	
  2009	
                                            Q1	
  –	
  Q2	
  2010	
                                       Q3	
  –	
  Q4	
  2010	
  
                                                                                                              •  27	
  crews	
                                              •  34	
  crews	
  
      •  0	
  Capital	
                               •  Recruit	
  People	
  start	
  from	
                 •  Boldly	
  spending	
  the	
  rest	
  of	
  $	
  to	
  
      •  0	
  Exp	
                                      $10/mo	
                                                renovate	
  office	
                                         •  Up	
  to	
  100%	
  crew’s	
  salary	
  mulDplied	
  
                                                      •  Increase	
  100%	
  salary	
  every	
                •  Expanding	
  the	
  experDse	
  &	
                           every	
  quarter	
  
      •  0	
  Management	
  Skill	
                                                                              services:	
  advergames	
  
                                                         month	
                                                                                                            •  Geang	
  professional,	
  team	
  up	
  with	
  1	
  of	
  
      •  15	
  crews	
                                                                                        •  Making	
  best	
  growth:	
  8,427%	
                         the	
  best	
  quality	
  game	
  developer	
  
      •  $5/mo	
  crew’s	
  salary	
                  •  Miss-­‐planned,	
  nearly	
                             from	
  AcDon	
  Coach	
  Business	
  
                                                                                                                 Coaching	
                                                 •  Becoming	
  1	
  of	
  the	
  biggest	
  game	
  
                                                         bankrupt	
  at	
  the	
  end	
  of	
  the	
  
                                                                                                              •  Create	
  own	
  IP	
                                         developer	
  in	
  Indonesia	
  
                                                         year	
  

      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	
  


Some	
  small	
  achievement	
  the	
  best	
  ade:	
  
                         And	
  we’ve	
  m achievement	
  for	
  us	
  is	
  sDll:	
  
 •    Merit	
  Winner	
  of	
  Inaicta	
  2009	
  
                                                                                                      Happiness	
  to	
  do	
  
                                                                                                                       •  Win	
  2	
  awards	
  in	
  IMULAI	
  3.0	
  with	
  Nyanyiyuk	
  &	
  Football	
  Saga,	
  Jakarta	
  
 •    Kaskus	
  Favorite	
  Winner	
  of	
  Inaicta	
  2009	
                                                             2011	
  
 •    Most	
  Growth	
  Company	
  AcDon	
  Coach	
  2010	
                                                            •  Champion	
  of	
  CIMB	
  Clicks	
  of	
  the	
  Year	
  2011,	
  Jakarta	
  2011	
  
 • 
 •    Winner	
  Indigo	
  Fellowship	
  2010	
                                         what	
  we	
  really	
  want	
  to	
  do	
  
      People’s	
  Choice	
  Mochi	
  Award	
  -­‐	
  Flash	
  Gaming	
  Summit	
  2010,	
  San	
  Francisco	
          •  Winner	
  of	
  BUBU	
  awards	
  web	
  game	
  :	
  Football	
  Saga,	
  Jakarta	
  2011	
  

 •    1st	
  Winner	
  Teknopreneur	
  Award	
  2010	
  
Somehow…	
  we	
  managed	
  to	
  


          SURVIVE                           	
  




   2009	
                       Current	
  2012	
  

15	
  People	
  
                               76          People	
  
                                                        120+	
   20+	
  
                                                               Games	
         Parallel	
  Projects	
  
Operates	
  in	
  
 3	
  Ci]es	
                Quality	
  talents	
       MulD	
  plalorms	
        ProducDon	
  
                                                        MulD	
  purposes	
         Capability	
  
A	
  liFle	
  bit	
  overview	
  

ABOUT	
  INDONESIA	
  
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	
  
Closure	
  Industry	
  News	
  
  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)	
  
                                                                                                 Not	
  so	
  Good	
  News	
  
                                                         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)	
  
Let’s	
  dip	
  on	
  

INDONESIA	
  GAME	
  INDUSTRY	
  
Trackback	
  
                                                           1980	
  
           The	
  console	
  market	
  start	
  
           developed	
  when	
  Atari	
  came	
  
                                                           1985	
  
                                                                    First	
  boom	
  because	
  of	
  NES	
  
The	
  home	
  entertainment	
  becoming	
  more	
  
                                                                    (*pirated	
  games	
  started	
  >.<*)	
  
&	
  more	
  popular	
  especially	
  on	
  rich	
  &	
  
                                                          1990	
  
middle	
  income	
  family	
  
(*SNES	
  came	
  -­‐	
  1992*)	
                                  Big	
  boom	
  because	
  of	
  Sony	
  
                                                                   PlaystaDon	
  (1995)	
  
        Timezone	
  entered	
  Indonesia	
  
        (Arcade	
  Industry	
  Began	
  -­‐	
  1995)	
    1995	
   (*pirated	
  CDs	
  are	
  easier	
  &	
  
                                                                   cheaper*)	
  
          1998	
  -­‐	
  Matahari	
  Studio	
  established	
  
              1st	
  game	
  developer	
  in	
  Indonesia	
  

               Rental	
  access	
  to	
  play	
  games	
  grew	
  
                                                           2000	
  
Trackback	
  
   Hacked	
  PlaystaDon	
  2	
  came	
  :D	
                 2001	
  

           PC-­‐LAN-­‐Based	
  Games	
  began	
                       First	
  MMO	
  game	
  publisher	
  came,	
  
           tracDon	
  (esp.	
  CS	
  &	
  Dota)	
            2003	
   BolehNet	
  with	
  Nexia	
  KOTW	
  (2001)	
  

                MMORPG	
  became	
  popular,	
  
                                                                      Indonesian	
  Game	
  Developer	
  built	
  an	
  
   Big	
  Boom	
  from	
  Ragnarok	
  Online	
  by	
                  MMOG,	
  Inspirit	
  Arena	
  (2003-­‐2007)	
  
                                          Lyto	
  (2003)	
   2005	
  

           Rise	
  of	
  Flash	
  Game	
  Developer	
  (2005)	
  


                                                         2008	
  
                                                                    Rise	
  of	
  Facebook	
  &	
  Social	
  Games	
  

Phenomenal	
  success	
  of	
  Point	
  Blank	
  
MMOFPS	
  by	
  Kreon	
  (2009	
  -­‐	
  present)	
  
                                                         2011	
  
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..?	
  
  Client-­‐Based	
  MMO	
  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	
  *)	
  

                                                                                   Web-­‐Based	
  MMO	
  /	
  Social	
  Games	
  
                                                                         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	
  *)	
  
So,…	
  

WHO’S	
  THE	
  ACTORS..?	
  
The	
  Actors	
  
  Academics	
  
                          Government	
  


                                   Associa]ons	
  
 Developer	
  


          Publisher	
  

Plakorm/Channels	
                  Media	
  


             Gamers	
  
Publisher	
  -­‐	
  Facts	
  

           Client-­‐Based	
  MMO	
      Web-­‐Based	
  MMO	
                                     Mobile	
  Games	
                 Arcade	
  Games	
  

Ø There’re	
  around	
  20	
           Ø Dominated	
  with	
                   Ø Most	
  player	
  is	
  local	
  Content	
      Ø There’s	
  only	
  5	
  big	
  player	
  
   Game	
  Publisher	
  here	
             Facebook	
  Games	
                      Provider	
  who	
  act	
  as	
  a	
                in	
  the	
  country,	
  with	
  one	
  
Ø Successful	
  games	
  could	
          (especially	
  by	
  Zynga)	
            publisher	
                                        focus	
  on	
  outside	
  Java	
  
   get	
  in	
  average	
  around	
     Ø Poker	
  is	
  most	
  popular,	
     Ø Average	
  lifeDme	
  revenue	
  of	
              Area	
  
   US$400.000	
  per	
  month	
            People	
  love	
  gambling	
             good	
  games	
  is	
  USD$8000	
               Ø PreFy	
  stable	
  industry	
  
                                                                                                                                                                  General	
  Stats	
  
                                                                                                                                                                Popular	
  Games	
  
                                                                                        IP-­‐Based	
  Game	
  
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 	
  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 	
  Started	
  around	
  1996	
  
Ø 	
  Very	
  popular	
  back	
  then,	
  but	
  currently,	
  
the	
  popularity	
  sinking	
  
Government	
  

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	
  

    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	
  	
  
Any	
  BUZZ	
  Lately..?	
  

RECENT	
  EVENTS	
  
The	
  Crowd	
  is	
  There..!	
  
Video	
  id	
  bermain	
  
The	
  Future	
  Need	
  &	
  Opportunity	
  of	
  Indonesian	
  Game	
  Industry	
  

A	
  GATE	
  INTO	
  GREAT	
  COLLABORATION	
  
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	
  
How	
  to	
  build	
  the	
  Ecosystem	
  

SOME	
  IDEAS	
  
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:	
  clawford@agatestudio.com	
  |	
  @clawford	
  

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About indonesia Game Industry - Agate Studio

  • 1.
  • 2. Indonesian  Game  Industry   “  Overview  &  Opportunity  ”   Arief  Widhiyasa  –  Agate  Studio  
  • 3. about:   ~ Live the fun way ~ Startup Company in Bandung Focus in Game Development Founded and Executed by Students
  • 5. Now,..   THIS  IS  HOW  WE  START..  
  • 6. At  First,…       @  1  April  2009   15  people   $5  /month   15  hrs/day   BEGINNING  
  • 7.
  • 8. We  believe  in:   CraHing  fun  experiences   to  enrich  the  way  of  life   ~  Live  the  fun  way   Our  dedicaDon  is  simply  to  make  life   more  fun  to  live.  And  we  believe  that   The  same   game,  would  make  a  beFer  world  by   DREAM,     giving  fun  experience  to  mankind                      Mak e  us  Unite d  
  • 9. Time  Pieces   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   Q3  2009   Q4  2009   Q1  –  Q2  2010   Q3  –  Q4  2010   •  27  crews   •  34  crews   •  0  Capital   •  Recruit  People  start  from   •  Boldly  spending  the  rest  of  $  to   •  0  Exp   $10/mo   renovate  office   •  Up  to  100%  crew’s  salary  mulDplied   •  Increase  100%  salary  every   •  Expanding  the  experDse  &   every  quarter   •  0  Management  Skill   services:  advergames   month   •  Geang  professional,  team  up  with  1  of   •  15  crews   •  Making  best  growth:  8,427%   the  best  quality  game  developer   •  $5/mo  crew’s  salary   •  Miss-­‐planned,  nearly   from  AcDon  Coach  Business   Coaching   •  Becoming  1  of  the  biggest  game   bankrupt  at  the  end  of  the   •  Create  own  IP   developer  in  Indonesia   year   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   Some  small  achievement  the  best  ade:   And  we’ve  m achievement  for  us  is  sDll:   •  Merit  Winner  of  Inaicta  2009   Happiness  to  do   •  Win  2  awards  in  IMULAI  3.0  with  Nyanyiyuk  &  Football  Saga,  Jakarta   •  Kaskus  Favorite  Winner  of  Inaicta  2009   2011   •  Most  Growth  Company  AcDon  Coach  2010   •  Champion  of  CIMB  Clicks  of  the  Year  2011,  Jakarta  2011   •  •  Winner  Indigo  Fellowship  2010   what  we  really  want  to  do   People’s  Choice  Mochi  Award  -­‐  Flash  Gaming  Summit  2010,  San  Francisco   •  Winner  of  BUBU  awards  web  game  :  Football  Saga,  Jakarta  2011   •  1st  Winner  Teknopreneur  Award  2010  
  • 10. Somehow…  we  managed  to   SURVIVE   2009   Current  2012   15  People   76 People   120+   20+   Games   Parallel  Projects   Operates  in   3  Ci]es   Quality  talents   MulD  plalorms   ProducDon   MulD  purposes   Capability  
  • 11.
  • 12. A  liFle  bit  overview   ABOUT  INDONESIA  
  • 13. 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  
  • 14. 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    
  • 15. 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  
  • 16. Closure  Industry  News   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)   Not  so  Good  News   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)  
  • 17. Let’s  dip  on   INDONESIA  GAME  INDUSTRY  
  • 18. Trackback   1980   The  console  market  start   developed  when  Atari  came   1985   First  boom  because  of  NES   The  home  entertainment  becoming  more   (*pirated  games  started  >.<*)   &  more  popular  especially  on  rich  &   1990   middle  income  family   (*SNES  came  -­‐  1992*)   Big  boom  because  of  Sony   PlaystaDon  (1995)   Timezone  entered  Indonesia   (Arcade  Industry  Began  -­‐  1995)   1995   (*pirated  CDs  are  easier  &   cheaper*)   1998  -­‐  Matahari  Studio  established   1st  game  developer  in  Indonesia   Rental  access  to  play  games  grew   2000  
  • 19. Trackback   Hacked  PlaystaDon  2  came  :D   2001   PC-­‐LAN-­‐Based  Games  began   First  MMO  game  publisher  came,   tracDon  (esp.  CS  &  Dota)   2003   BolehNet  with  Nexia  KOTW  (2001)   MMORPG  became  popular,   Indonesian  Game  Developer  built  an   Big  Boom  from  Ragnarok  Online  by   MMOG,  Inspirit  Arena  (2003-­‐2007)   Lyto  (2003)   2005   Rise  of  Flash  Game  Developer  (2005)   2008   Rise  of  Facebook  &  Social  Games   Phenomenal  success  of  Point  Blank   MMOFPS  by  Kreon  (2009  -­‐  present)   2011  
  • 20. 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…!  
  • 21. 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*)  
  • 22. How  Big  is  the  Market..?   Client-­‐Based  MMO  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  *)   Web-­‐Based  MMO  /  Social  Games   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  *)  
  • 23. So,…   WHO’S  THE  ACTORS..?  
  • 24. The  Actors   Academics   Government   Associa]ons   Developer   Publisher   Plakorm/Channels   Media   Gamers  
  • 25. Publisher  -­‐  Facts   Client-­‐Based  MMO   Web-­‐Based  MMO   Mobile  Games   Arcade  Games   Ø There’re  around  20   Ø Dominated  with   Ø Most  player  is  local  Content   Ø There’s  only  5  big  player   Game  Publisher  here   Facebook  Games   Provider  who  act  as  a   in  the  country,  with  one   Ø Successful  games  could   (especially  by  Zynga)   publisher   focus  on  outside  Java   get  in  average  around   Ø Poker  is  most  popular,   Ø Average  lifeDme  revenue  of   Area   US$400.000  per  month   People  love  gambling   good  games  is  USD$8000   Ø PreFy  stable  industry   General  Stats   Popular  Games   IP-­‐Based  Game  
  • 26. Publisher  -­‐  Top  Player   Client-­‐Based  MMO   Web-­‐Based  MMO   Mobile  Games   Arcade  Games   Carriers   +   CP  
  • 27. 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  
  • 28. 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  
  • 29. 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  
  • 30. Media   Offline  Media   Online  Media   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   Started  around  1996   Ø   Very  popular  back  then,  but  currently,   the  popularity  sinking  
  • 31. Government   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   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  
  • 32. 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  
  • 33. Associa]on   Focus  on  Wider  Area   Focus  on  Game  Industry    
  • 34. Any  BUZZ  Lately..?   RECENT  EVENTS  
  • 35. The  Crowd  is  There..!  
  • 37. The  Future  Need  &  Opportunity  of  Indonesian  Game  Industry   A  GATE  INTO  GREAT  COLLABORATION  
  • 38. 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  
  • 39. So,…   I  believe  there  will  be  one  common  needs,..   Everything  :P     We’ve  to  build  the  Ecosystem  of   Indonesian  Game  Industry  
  • 40. How  to  build  the  Ecosystem   SOME  IDEAS  
  • 41. 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  
  • 42. 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  
  • 43. General  -­‐  Ideas   1.  Knowledge  Transfer,  especially  with  the  industry   player  and  students   2.  Joint  Event,  frequently  we  build  expo,  seminars,   workshop,  etc..