← Back to the feed

Don’t worry about $1,000 consoles, you’ll be streaming your games soon enough, reckons Take-Two CEO: “I think we’ll be in commercial streaming mode in 3 years”

GamesRadar+ ·

Take-Two Interactive chief executive Strauss Zelnick has suggested that concerns over consoles potentially reaching $1,000 may be eased by a shift towards game streaming. He said he expects the industry to enter a commercially viable streaming phase within three years, which could reduce players’ reliance on expensive local hardware.

The comments frame streaming as a possible longer-term alternative rather than an immediate replacement for consoles. Zelnick’s forecast comes amid wider concern about rising gaming hardware costs, although the article does not indicate that Take-Two has announced a specific streaming service or plan.

  • Take-Two’s CEO expects viable game streaming within three years.
  • He believes streaming could lessen concern about costly consoles.
  • No specific Take-Two streaming product was announced.

New here? Start with this

Take-Two Interactive is a video game company that makes and publishes games, and Strauss Zelnick is its chief executive. Players traditionally buy a console, such as a PlayStation or Xbox, to run games at home.

Game streaming runs games on remote computers and sends the picture and sound over the internet to a player’s device. It could reduce the need for powerful, costly hardware, but depends on a reliable internet connection and services that work well enough for a broad audience.

The shift matters because console prices affect what it costs to play new games. Streaming remains a possible alternative, and Zelnick’s comments do not amount to an announced Take-Two service or a confirmed industry timetable.

Both sides, in good faith

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

The case for

Streaming advocates argue that the technology has matured sufficiently and major industry investment supports eventual viability. They note successful precedent in music and video streaming, and contend that if latency and reliability hurdles are surmounted, consumers would benefit from lower hardware costs and improved accessibility, making a three-year timeline plausible for commercial viability.

The case against

Sceptics counter that streaming has faced persistent technical barriers—particularly latency and bandwidth consistency—that have frustrated earlier efforts. They emphasise that infrastructure gaps remain widespread, ownership and licensing complications matter to players, and that gaming history suggests new distribution models typically supplement rather than replace hardware purchases, making three years an optimistic timeframe for genuine commercial prevalence.

Business Companies Entertainment TV

Read the full article at the source →