Of course in some areas the generic nature of the lore, if it can be called as such, could be a hurdle. While stories about crime, greed, drugs and money are common enough, it would be difficult to distinguish a similar tale as inherently GTA in a licensed tie-in book. Then again, adding Rockstar's signature satire and humor while peppering it with game references such as the fake car brands might be enough.
Expanding into a multimedia franchise is never an easy process, as this obviously involves a lot of investment and risk — however we're certain that this would work out well for GTA. The community is proof enough of this, as we're sure there are millions of people out there who'd jump at the chance to grab hand-painted figurines depicting the three protagonists for their displays, for example, and an actual GTA TV show would shatter ratings.
While there is plenty bad to be said about the modern tendency for media to go the way of adaptations or sequels over original content, the frame GTA's setting would give for a serialized TV show telling an original story in the franchise is perfect. While grounded primarily in realism, GTA has always had a side-dish of crazy and over-the-top going on. It walks the fine line of depicting things that could happen, but never do.
And then there is merchandising. Merch has become the true sign of popularity for IP these days, as unless you have a big enough following, you'll struggle to make back the money invested in developing and manufacturing said merch. While we're not saying we want GTA branded tissues (though if they would smell like weed, or money, that would be pretty rad), more collectibles for the fans.
We've written about the franchise's eligibility to become a cinematic universe, tied in with Red Dead Redemption and Manhunt, but it's not like Take-Two themselves haven't thought about this. In fact, it was recently announced that the company has licensed a number of properties to be made into films by an unnamed studio.
We're certain that GTA is among these licensed properties — it is the most obvious candidate, after all. Strauss Zelnick cited the rocky history of video game films as the reason for why Take-Two isn't ready to invest more money and effort into this venture, and that reasoning is fair.
If GTA would expand into such a major property as outlined above, it would become the first western video game to do so. As mentioned previously, we'd say that Warcraft is the largest western video game IP in terms of multimedia ventures, but even that doesn't have a show (the movie is a great step, though).
Of course, things are a whole different story in Japan. Many of Nintendo's properties are major multimedia sensations globally, with Pokémon being a prime example. Countless games, anime, movies, and a mindboggling amount of merchandise have made it into a vast media empire. The Legend of Zelda is another which (little known fact) had a cartoon run in 1989.
As gaming is becoming increasingly mainstream, and climbing out of the archaic misconceptions of the general public, the opportunities for IPs that started off as games to become massive, multi-media sensations are more common than ever, though it might still be too early for some.
There is, however, one major hurdle for GTA to jump over if it is to fulfill this particular destiny: children. What we mean by this is that if you look at most multi-media franchises, children factor into the audience in a major way even if they are not the sole demographic at whom the products are aimed. Pokémon and Star Wars are perfect examples of this.
George Lucas is adamant that Star Wars is, and always has been, aimed at 12-year-olds, a stance he backed up once again at this year's Star Wars celebration in Orlando. While some of the themes in the films and Extended Universe (unfortunately no longer canon) works oppose this assertion, the hordes of toys — and young fans — support his claim. Plus, you know, he made the thing. As for Pokémon, well, you need only look at it.
GTA will never in any way be suitable to be marketed towards children. While it may be true that an alarmingly large chunk of GTA Online's players may seem to be 12, that doesn't change the fact that Rockstar could never openly tap that market without major outcry. They'll never get a Lego deal, for example, nor will there ever be any GTA cocaine lockup playsets.
Of course, there are entirely adult-oriented multi-media franchises, such as A Song of Ice and Fire. Between the hyper-popular TV show, the original books and the various tie-in video games, not to mention the vast amounts of merchandise created for the property, the violent and sexual content clearly hasn't stopped the IP from becoming a massive hit.
Few games have the kind of popularity Grand Theft Auto 5 has won over the years, and it's easy to feel that Rockstar simply isn't making as much use of the opportunities offered by this as it could. Of course, the execs over at Take-Two have likely chewed through Excel spreadsheets a thousand times to see how profitable it would end up being, and there may be a handful of perfectly good reasons why this isn't happening. But it's still one of the select few to have such opportunities in the first place.
We hope to hear more about the licensing deals with the movie studio in the near future to get a better picture of where the franchise is heading outside the realm of gaming.