Back during E3, Gamesindustry.biz, one of the most respected outlets focusing on in-depth posts published about the game industry, was making the rounds. Take-Two Interactive, as one of the larger AAA publishers, was clearly on the itinerary.
The Take-Two booth was an odd sight at E3, being one of the more extravagantly equipped booths, but lacking entirely in games. So far in 2017, Take-Two's two labels, Rockstar Games and 2K haven't released many games compared to a very busy and successful 2016 which was filled with many major titles from 2K.
Rockstar is known for taking its time between launches, and everyone has heard news of Red Dead Redemption 2's recent delay, pushing it into 2018. 2K had a really strong year in 2016, but that flurry of releases might be to blame for this year's sparse schedule, including naught but an expansion for XCOM 2, the standard annual WWE and NBA titles and some ports and re-releases.
On the one hand, it seems like so many projects converged on 2016, that no others have had the time to come to fruition this year considering how volatile AAA development is — just look at Red Dead Redemption 2.
A lengthy interview with Strauss Zelnick and new appointed President of 2K David Ismailer has shed light on what plans the company has for the future and their views regarding the industry as it stands.
We kind of thought we were there in 2015. We had a really good schedule and we began to feel like we were delivering on the promise when we said: 'We emphatically don't believe in annualising titles except for sports titles. We want to build a big enough stable of IP so that each season we have a great group of releases
Take-Two has, in the past, expressed a desire to avoid milking franchises into exhaustion. Annual release schedules for the same IP tend to result in dropping sales numbers and negative fan reactions. Two examples are Call of Duty and Assassin's Creed. As CoD drifted more and more into the sci-fi direction, sales dropped significantly and fans were riled up.
It took the success of Battlefield 1 for Activision to put the franchise into reverse and go back to World War 2. While this IP didn't break the annual schedule, it has the benefit of multiple development teams working independently of one another.








