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GTA 6 arrives Nov. 19 with pre-orders outrunning Take-Two's own expectations

Newzoo estimates first-week sales of $3.25 billion to $5.2 billion for the $80 game, which reportedly cost $1.5 billion to make.

A neon coastal city at sunset with palm trees, an empty sports car and a game controller resting on stacked cash.
Illustration: ViewTime

Key Takeaways

  • Newzoo estimates first-week sales of $3.25 billion to $5.2 billion across PS5 and Xbox Series X and S.
  • Take-Two CEO Strauss Zelnick said pre-orders are well ahead of the company's expectations.
  • The main story runs about 80 hours, and one industry executive described a preload of roughly 212 GB.

A week before “Grand Theft Auto VI” goes on sale, the company behind it says demand is already running ahead of its own forecasts. Take-Two Interactive CEO Strauss Zelnick said pre-orders for the Rockstar Games title have been strong. “Pre-orders are running far in excess of our expectations, so that’s a good thing,” he told Variety.

The game launches Nov. 19 on PlayStation 5 and Xbox Series X and S at $80. Market research firm Newzoo estimates it will bring in $3.25 billion to $5.2 billion in its first week. The game's budget has been reported at $1.5 billion.

That forecast range is unusually wide. The top end is roughly 60% higher than the bottom, a gap of nearly $2 billion. Even the low estimate, though, would mean the game takes in more than twice its reported budget in seven days. Keep in mind that a sales figure is not a profit figure: platform holders and retailers take their share before any money reaches Take-Two. Still, few entertainment projects of any kind can count on earning back a budget that size almost immediately.

A cautious CEO and a confident industry

Zelnick has given so many preview interviews that he says he has run out of new things to say. Asked whether anything about the game had been left unsaid, he told Variety the company's position has been well represented. He described himself as “cautiously optimistic,” adding that the company does not declare victory early. “We never claim success before it occurs,” he said. He also joked about how much the release means to him: “Lord knows I need it.”

That restraint is the expected corporate posture, and it contrasts with the expectations surrounding him. Christoph Hartmann, a former head of Take-Two's 2K Games who now runs Ubisoft's Massive Entertainment, predicted the release would bring the industry to a halt. “I honestly think hardly anyone in the gaming industry is going to be working that day,” he told Variety. Hartmann said he had already downloaded the game and believed the file was about 212 GB. That is a large download for any console game, and players with smaller drives or slow connections may want to clear space and start the download well before release day.

The $80 price is also worth watching. Because Rockstar's games are expected to sell regardless, a hit at that price makes it easier for other publishers to justify charging $80 for their biggest releases. That outcome would affect players far beyond Leonida.

What players get for $80

The story follows Jason and Lucia, a criminal pair whose simple job goes wrong. According to Rockstar's description, the failed job pulls them into a conspiracy that spreads across Leonida, the studio's sun-soaked version of Florida. The setting brings back Vice City, the Miami stand-in that gave the franchise one of its best-loved entries in 2002.

Rockstar co-studio head Rob Nelson has said the main story should take about 80 hours to finish. The studio says the map is the largest the series has ever had. Players will also have new ways to shape the experience. They can decide how romantic Jason and Lucia's relationship becomes, and the characters' bodies will change depending on what they eat and how often they exercise.

That mix of a scripted story and freedom to ignore it has defined the series. Geoff Keighley, creator and host of The Game Awards, credits the franchise with inventing the modern open-world game. “Really, ‘GTA’ was the pioneer of the open-world game,” he told Variety. He pointed to “GTA 3,” released in 2001, as the moment Rockstar moved into fully 3D worlds that let players choose their own path. Keighley added that each new entry has filled its world with more detail.

Netflix's Brandon Riegg, vice president of nonfiction series, worked with Rockstar studio director Jennifer Kolbe on the extended look at the game that Netflix released in August. Riegg said the partnership “wasn’t a monetary sort of deal.” He described the game as close to complete immersion in a virtual world. “It’s ‘Ready Player One,’ maybe without the headset,” he said.

Those claims are bold, and it's fair to be skeptical of promotional language before launch. Still, the 80-hour estimate supports them. So do the systems for relationships and physique. Most blockbuster games present a story with some side activities. Rockstar is offering a world that players can treat almost like a second home. Its long-running online mode, which Keighley noted has stayed active for about a decade, suggests the company is thinking in years, not just the weeks after launch.

From outsider to industry leader

The anticipation has built since 2013, when “Grand Theft Auto V” arrived. Rockstar pushed back this game's release date more than once before settling on Nov. 19. Meanwhile, the marketing has spread well beyond gaming, with Vice City billboards and “Saturday Night Live” sketches.

Joost Van Dreunen, CEO of SuperData and a professor who teaches the business of video games at NYU, called Rockstar the largest American games publisher. Following “Grand Theft Auto V” and “Red Dead Redemption 2,” he said, the studio is no longer the underdog. That success creates a problem for its brand. For years, the controversy around the series was part of its appeal. Now Rockstar is mainstream. “So can it maintain that character, and can it commercialize that?” Van Dreunen asked.

His question goes to the heart of this release. “GTA V” succeeded because of more than its edginess; it gave players a satirical, densely detailed world that was more interesting to explore than to finish. If “GTA VI” delivers that same quality, losing its rebel image is unlikely to hurt sales. Van Dreunen said he hopes Rockstar used the earlier game's success to fully realize its creative vision. He argued that ambition, rather than taboo, should be what sells the game.

Not everything around the launch is celebratory. Rockstar workers are still pushing to unionize, and SAG-AFTRA has publicly backed their effort. The timing of their campaign is deliberate. Organizers want attention on more than a decade of work by the developers, just as Take-Two prepares to earn billions from it. A launch this visible gives them a large audience, and it's hard to see the issue disappearing once the sales figures arrive.

Those figures will come quickly. Games bring in more than $200 billion in revenue a year, yet the medium is still often treated as less serious than film and television. A first week in Newzoo's range would rank among the largest openings in entertainment, and Take-Two will begin seeing the results on Nov. 19.

Sources

Grace Liu

Grace Liu writes about visual arts, exhibitions, and the creative culture surrounding museums and galleries. Her coverage looks at exhibition themes, artists and their work, and the ways cultural institutions present new ideas. She focuses on making arts news approachable while preserving the context that gives each project its particular meaning.

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