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Take-Two CEO Says Streaming Could Soon Make Expensive Consoles Matter Less

GameSpot ·

Take-Two chief executive Strauss Zelnick said game streaming could eventually reduce the importance of owning costly dedicated consoles. The comment matters because it points to a potential shift in how people access high-end games, from buying specialised hardware to playing through internet-connected devices.

The argument depends on streaming becoming reliable, affordable and widely available enough to deliver games without major compromises in quality or responsiveness. It is a long-term possibility rather than confirmation that consoles will disappear soon, and expensive hardware is likely to remain important for many players in the meantime.

  • Streaming could lessen reliance on expensive consoles.
  • Take-Two sees a possible long-term access shift.
  • Reliable internet remains crucial to cloud gaming.

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Take-Two Interactive is a video game company whose studios make major titles such as Grand Theft Auto and NBA 2K. Its chief executive, Strauss Zelnick, is commenting on how players might access games in future.

Game streaming runs a game on remote computers and sends the picture and sound over the internet to a player’s device. If the connection is fast and steady enough, people could play demanding games on devices that do not have the same powerful hardware as a games console.

That could change how much players need to spend on dedicated consoles, but it depends on streaming becoming reliable, affordable and widely available. Consoles are likely to remain important for many players while those conditions are still developing.

Both sides, in good faith

The strongest fair case each way — we don't pick a winner.

The case for

Game streaming follows the established pattern of computing services migrating to cloud-based models for greater accessibility and convenience. Broadband infrastructure and latency technologies improve continuously as companies invest in edge computing networks, solving these technical challenges over time. As these obstacles diminish, consumers will increasingly prefer instant access to games on any device without expensive hardware purchases, making streaming the primary way most people play games.

The case against

Gaming differs fundamentally from other cloud services in its latency sensitivity; even small delays directly compromise competitive play and responsiveness in ways that affect video streaming minimally. Infrastructure gaps will persist across large parts of the world, and players have shown strong preference for owning hardware and games rather than renting access. Combined with the repeated failure of streaming services despite years of development, these appear to be structural rather than temporary obstacles.

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