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Financial Times: GTA VI projected to make $3.2bn in its first year | Dev cost estimates range from the high hundreds of millions to as much as $2bn

Thick Thighs Save Lives

NeoGAF's Physical Games Advocate Extraordinaire

I don't have a paid subscription to Financial Times so all the the info in the quotes is coming via Idas from the purple forum.

Non-paywalled link: http://archive.today/XwQ6A

GTA VI revenue:

Grand Theft Auto VI, which publisher Take-Two Interactive is set to release in the autumn on PlayStation and Xbox consoles, is likely to exceed $1bn in pre-orders before it even becomes available, according to analysts at DFC Intelligence, a video games research group.

Total revenues from GTA VI's first 12 months after release are expected to reach $3.2bn, DFC predicts, double its 2013 predecessor. Such a success would far outstrip 2024's biggest films Inside Out 2, which grossed $1.7bn globally according to Box Office Mojo, and Deadpool & Wolverine, which has taken $1.3bn.

"I never claim victory before it occurs," Take-Two's chief executive Strauss Zelnick told the Financial Times. "That said, I think [GTA's developer] Rockstar Games will once again deliver something absolutely phenomenal . . . Certainly the anticipation is high."

Possible budget of GTA VI:

Unlike annual franchises such as Call of Duty or EA Sports FC, the long gap between GTA's releases makes them an extraordinary event for gamers. "Nobody has managed to do what GTA does as well as GTA does," said Lovell.

But that comes at a huge cost, with estimates for its development costs running from the high hundreds of millions to as much as $2bn, including post-launch content updates. "It might be the last hurrah of that way of doing business," Lovell said. "Very few people will be able to make that kind of bet on that kind of property."

Industry slowdown:

However, GTA VI will be an outlier in a games industry that is still struggling to recover from a protracted slump, leading to lay-offs at Sony and Microsoft's gaming units, as well as top publishers including Take-Two, Electronic Arts and Ubisoft. More than 33,000 people have lost their jobs since 2022, according to tracking site Games Industry Layoffs, including almost 15,000 in 2024 alone.

Zelnick conceded he was "a bit surprised by the reduction in demand" from players that started in 2022, as post-pandemic consumers turned off their screens and returned to live, in-person events. "All of us in the industry had to do some restructuring," he said. "We too got a little bit ahead of ourselves in terms of growth expectations."

Now, the Take-Two chief believes growth is starting to accelerate again. "It's way too early to believe that this [console] generation is maturing or has reached its apex," Zelnick said. "You're seeing more consumer demand broadly. And the [games] industry, frankly led by us, has an amazing release schedule coming in 2025 and beyond . . . A hit coming from one company tends to benefit the entire industry."

Not everyone is so optimistic. Ampere Analysis, a consultancy, forecasts that consumer spending on games content and services will increase just 2.2 per cent in 2025 to $195bn. That year-on-year growth rate is slightly higher than Ampere's estimate of 1.4 per cent in 2024 and better than the 4.8 per cent drop between 2021's pandemic peak and 2022's lockdown easing.

Nonetheless, it pales in comparison with the industry's huge expansion in the previous decade: games content spending doubled from $95bn in 2015 to $191bn in 2021, according to Ampere.

The issue of forever games:

"The largest structural problem faced by the industry is a reduction in time played per player and the number of players," Ball said. That is especially true in the US, where video apps like TikTok have been attracting smartphone users away from games, he said. At the same time, he added, "the global market for mobile gamers is no longer growing".

The slowdown in the smartphone market has deprived the industry of one of several huge growth drivers over the past decade, alongside the rise of social games such as Roblox and Among Us, and new business models such as Fortnite's "battle pass" subscription that unlocks more virtual goods as players progress.

"Three years [after the pandemic], the biggest games are as big as they were, there are no bigger games and most of the others have shrunk," said Ball. "Nearly all of the major studios are contending with the fact that they believed there would be many millions of players more and that audiences would be trying new games."

"Publishers are banking on the fact that as these games become more evergreen, it's better to bet bigger on a tried-and-tested [intellectual property] and have more longevity, with live services and content updates," said Osaki.
 
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Dacvak

No one shall be brought before our LORD David Bowie without the true and secret knowledge of the Photoshop. For in that time, so shall He appear.

Doing some quick maffs, that would be about 45 million copies sold. There are currently somewhere around 80-90 million PS5 and Xbox Series consoles out there, presumably with some amount of overlap.

That means they’re expecting more than 1 out of every 2 current gen console owners to buy GTA 6. And honestly, that seems possible. Though I think it would be downright likely if GTA 6 were also to release on PC in 2025, which it absolutely will not.

Either way, it’s gonna make soooooo much money.

Note: I didn’t factor in premium versions of the game being sold at $100+, only basic versions at $70.
 
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Massive R&D budget for the graphics technology is all I care about.

Christian Bale Swag GIF
 

Fabieter

Member

Doing some quick maffs, that would be about 45 million copies sold. There are currently somewhere around 80-90 million PS5 and Xbox Series consoles out there, presumably with some amount of overlap.

That means they’re expecting more than 1 out of every 2 current gen console owners to buy GTA 6. And honestly, that seems possible. Though I think it would be downright likely if GTA 6 were also to release on PC in 2025, which it absolutely will not.

Either way, it’s gonna make soooooo much money.

Note: I didn’t factor in premium versions of the game being sold at $100+, only basic versions at $70.

It's also likley that we will get the next gta online within that year.
 

LordOcidax

Member

Doing some quick maffs, that would be about 45 million copies sold. There are currently somewhere around 80-90 million PS5 and Xbox Series consoles out there, presumably with some amount of overlap.

That means they’re expecting more than 1 out of every 2 current gen console owners to buy GTA 6. And honestly, that seems possible. Though I think it would be downright likely if GTA 6 were also to release on PC in 2025, which it absolutely will not.

Either way, it’s gonna make soooooo much money.

Note: I didn’t factor in premium versions of the game being sold at $100+, only basic versions at $70.
+ all the GAAS money.
 

Denton

Member
Let's say they have 1500 people on it, 6K monthly average salary, 7 years of dev time - 750 million just on dev budget.
Add another 250 million on marketing and you have a cool billion. I doubt it will cost 2.
Although so far there has been zero marketing aside from one trailer, as far as I know.
 

AFBT88

Neo Member
It'll do 30mils in one week. Literally everyone i know is gonna buy it. I see people who don't even have a console that are waiting for it. It's gonna be some crazy ass launch we've never seen before.
 
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Luipadre

Member
It'll do 30mils in one week. Literally everyone i know is gonna buy it. I see people who don't even have a console that are waiting for it. It's gonna be some crazy ass launch we've never seen before.

I do think it will be the biggest entertainment launch we've seen so far
 

od-chan

Member
Imagine if it sucks. All the "should have used UE5" posting. All the modern day Socrates saying "I blame woke". It would be glorious.

I think V sucked already. "sucked" is maybe a strong word, but it really didn't leave a strong impression on me. I didn't even mind the technical issues (I don't even recall having any) on PS3. It was an okay game at best in all honesty (both in terms of writing and game design).

I'm not saying people can't have fun with it, I certainly can see how someone *could* enjoy that and that's fine. I'm just saying the bar is not very high and people who wanna like this will probably end up liking it just fine.
 

Hookshot

Member
There's no guarantee it'll do GTA 5 numbers lifetime but it's absolutely going to fly out of the gate and sell tens of millions it's first week.
 

Punished Miku

Human Rights Subscription Service
I'll consider it in 2040. Still waiting for GTAV to hit $10, or RDR2. Hated their last few games.

They would have to do a lot to change my mind. $70 is a complete impossibility for me with this game.
 

PeteBull

Member
I don't think people are that crazy this time, it may flop really hard and could be the biggest flop in the history of video games.
For gta6 to flop it would have to have combo of huge downgrade vs reveal trailer+ obnoxiously woke traits, not tiny bit of wokeness but full on concord and da:v lvl of wokeness, then it would be probable but doubt top guys at rockstar are insanne enough to try it, they love money xD
 
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I don't think people are that crazy this time, it may flop really hard and could be the biggest flop in the history of video games.

I think there's a chance of it. The writing's been on the wall for a while that the AAA budget approach is becoming less viable.

Plus a lot has changed since GTA5: Fortnite, Switch.
 

Mattyp

Not the YouTuber
No god damn way.

Eh it won’t flop at all but I don’t know a single person from my age bracket who has the energy or will rush out to buy it day 1 and we bought it on 360 then the One/PS4 remaster and haven’t touched it since.

But I also understand there’s an entire younger generation now ready to buy it. I’ll play the SP at some point down the line maybe even next gen but that’s it.
 
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