Most AAA games today cost $150–200 million. $90 million is considered low-end, and publishers like Sony, Microsoft, Bethesda, EA, Ubisoft, and Take-Two usually spend more
So after spending that kind of money your game is played by 15 million players yet the actual sales are less than 1 million that’s a problem. Expedition 33 is a clear example of this. It sold 90% of its copies on PS5 and PC. If there was on GP it would have sold 1-2 million that’s 100 million dollars minus the 30% cut for Xbox. We aren’t talking about small pocket change
In a November 2022 earnings call, Zelnick stated:
> “I don’t think that ever made sense. I still don’t think it makes sense. And I believe that it’s now becoming obvious that it doesn’t make sense. It’s just a lost opportunity for the publisher.”
He argues that while subscription models may work for catalog titles, they are not suitable for new releases. Zelnick emphasized that Take-Two’s decisions are based on rational economic considerations, noting:
> “Our skepticism has been around making frontline console products available day and date with subscription. That doesn’t make any sense to us because, economically speaking, we don’t think consumers are prepared to pay for that – why would they? – and we can’t afford to turn our business upside down in a way that doesn’t make sense economically.”
While Take-Two has occasionally added older titles to subscription services—such as Grand Theft Auto V and Red Dead Redemption—Zelnick maintains that day-one releases on these platforms are unlikely. He believes that subscription services are better suited for catalog titles and avid consumers who play a variety of games each month


