Nikhil KamathEp# 17 | WTF is Gaming in India? | Career, Investment, Entrepreneurship
At a glance
WHAT IT’S REALLY ABOUT
Inside India’s gaming boom: careers, monetization, regulation, and AI future
- Nikhil Kamath hosts Nazara founder/CEO Nitish Mittersain, Krafton India CEO Sean Hyunil Sohn, Lila Games founder Joseph Kim, and esports creator/entrepreneur Animesh “8Bit Thug” Agarwal to unpack what “gaming in India” really means in 2024.
- They cover the Indian market’s mobile-first reality, why shooters/BGMI dominate revenue, and why India has huge consumption but limited globally successful original game development (monetization, talent, and cultural perceptions).
- A major thread is career-building: streamer vs pro gamer economics, the long tail’s low earnings, and practical advice (build a portfolio/digital footprint, learn engines, retention metrics, iterate fast, and keep a backup plan).
- They also debate real-money gaming regulation and GST changes, then zoom out to future shifts driven by AI, UGC platforms like Roblox, and immersive interfaces (VR/AR), ending with a community pledge to fund/mentor promising young builders.
IDEAS WORTH REMEMBERING
5 ideasListing can be a strategic credibility and partnership lever, not just capital raising.
Mittersain argues Nazara’s IPO boosted brand visibility and trust with global partners (e.g., Krafton), while also simplifying VC-era preference-right complexities—though it increases quarterly-result pressure and disclosure expectations.
India’s gaming strength is demand/consumption; the main gap is original, globally competitive development and monetization.
India leads in downloads and has massive gamer counts, but speakers point to limited global hits beyond Ludo King (huge downloads, weak revenue), citing ecosystem maturity, monetization know-how, and services-heavy historical roots.
BGMI/Free Fire succeeded because they matched India’s moment: mobile + 4G + social squads + watchability.
They emphasize social voice chat, repeatable unpredictability (battle royale variability), and the importance that a game must be fun to play and fun to watch—critical for creator-driven distribution and esports viability.
Gaming careers are real—but extremely skewed; streaming is the scalable money engine.
Top Indian creators can make ~$1M/year largely via brand endorsements and content, while pro esports salaries are closer to ~₹30–35L/year for a small top cohort (~150). Most of the long tail earns little.
For aspiring gamers in India, the pragmatic path is ‘backup first’ until meaningful traction or a contract.
Animesh advises not treating gaming as the only pursuit initially; he suggests a pivot to full-time when you have stable team income (e.g., ~₹35k/month as a pro gamer), acknowledging timing/luck as a major factor.
WORDS WORTH SAVING
5 quotes“By going public as India’s first gaming company, we could really plant a flag… Very good PR—if things are going well.”
— Nitish Mittersain
“It was being called Splinternet… if China and Russia are on one side, I wanna be on the other side.”
— Joseph Kim
“There are 13-year-old kids making games on Roblox… it’s not that complicated.”
— Joseph Kim
“Downloads may mean nothing… If my D1 retention is 40% and D7 is 20%, my eyes will start lighting up.”
— Nitish Mittersain
“Gaming cannot be the only thing that you are pursuing in India right now. You need to have a backup.”
— Animesh Agarwal (8Bit Thug)
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