GTA 6 CEO says physical games ‘don’t make sense’ because they’re going to make billions anyway
Take-Two chief executive Strauss Zelnick has argued that physical game discs increasingly “don’t really make sense” for consumers, particularly for large releases, as the company’s business is now overwhelmingly digital. The comments are significant because Grand Theft Auto 6 is expected to launch in boxed editions containing download codes rather than discs, highlighting a wider shift away from physical ownership in major games.
Speaking during Take-Two’s first-quarter 2027 earnings call, Zelnick said more than 90% of its business is digitally distributed and that most players must connect online anyway. He said physical editions could still exist in niche cases, likening them to vinyl records, but suggested a disc version of GTA 6 might only arrive after launch. GTA 6 is scheduled for 19 November 2026 on PlayStation 5 and Xbox Series X|S; the article also notes criticism of content tied to its $100 Ultimate Edition and of an upcoming trailer debuting first on Netflix.
- Take-Two says digital distribution now dominates its games business.
- GTA 6 boxed editions will reportedly contain download codes, not discs.
- GTA 6 is due on 19 November 2026.
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Take-Two Interactive is the company behind Rockstar Games, the studio that makes Grand Theft Auto. Its chief executive, Strauss Zelnick, says most of the company’s games are now sold digitally, while boxed games are becoming less common.
A physical game usually means a disc bought in a shop, though some boxed editions contain only a code to download the game. Grand Theft Auto 6 is planned for PlayStation 5 and Xbox Series X|S, and its release could show how far big game launches are moving towards digital downloads.
The change matters to players who value owning a disc, lending or reselling games, or playing without a large download. Publishers and retailers also have a stake in whether games are sold and distributed in physical form.
Both sides, in good faith
The strongest fair case each way — we don't pick a winner.
The case for
The move to digital distribution reflects both sound economics and modern reality. Take-Two's data shows over 90% of its revenue is already digital; manufacturing and distributing physical copies is expensive and environmentally wasteful, whilst most players require internet anyway for patches and updates that render discs obsolete upon purchase. Digital distribution reduces costs whilst allowing publishers to reinvest in development and respond more dynamically to player needs.
The case against
Physical ownership protects fundamental consumer rights and ensures cultural preservation. A purchased disc is owned outright, persisting independently of corporate servers or licence changes; digital games can disappear entirely if services close or access is revoked. Physical media remains crucial for players with unreliable internet, enables offline play, and represents a meaningful check against publishers' growing control over what consumers can access and for how long.