This is likely both the largest and most fortunate miscalculation in the history of gaming, as GTA Online has not only earned Rockstar a fortune through microtransactions, but is what has kept the game relevant all these years and is driving the sales of GTA 5 to this day.
When we launched GTA Online, we had virtual currency sales experience with NBA 2K, but we had no experience about what an online offering could look like on an ongoing basis. Even this year, we said we expected GTA Online to moderate its results. Now we're expecting it to have a record year. So clearly we continue to learn about consumer behavior as it occurs.
GTA Online being a secure source of revenue — oh, who are we kidding, it's not even a cash cow anymore, but more like a cash herd. Cash ranch? — provided Take-Two with something of a safety net this year, as thanks to it the company's earnings didn't take too much of a hit in spite of having an uncharacteristically sparse release schedule due to the delay of Red Dead Redemption 2.
Aside from the two annual sports titles, NBA and WWE, getting new installments, no new games are slated for the entirety of 2017, with the only releases being DLC. For a company like Take-Two, not only is this out of character, but a bad picture too. No matter how much cash GTA Online brings in, they're first and foremost a video game company, and video game companies make video games (unless they're Valve).
Of course, it's not like the executives at Take-Two left 2017 devoid of games on purpose, and Zelnick has previously expressed that they don't intend to ever repeat a schedule as empty as this years. In fact, the goal they're gunning for is at least one major AAA release each year alongside the annual sports releases.
We don't want a light release schedule to become a common matter. To the contrary, we're trying to build up our frontline release schedule, and we've successfully done so in the past few years. Sometimes though, the vagaries of the development process will lead to a year that happens to have a limited release schedule. As we continue to increase our development capacity, the goal is to have more frontline titles reflecting these powerful franchises we own, and in any given year, bringing enough of them to market that we have a phenomenal year. And we've achieved that in past years
As the gaming scene grows year over year, with 2017 being the fateful annum when the medium crossed the threshold and became a $100 billion industry, competition is as fierce as ever. Like all other entertainment, rivalry in the games industry works differently than in those industries which produce products of which consumers typically have just one of.