Take-Two CEO Strauss Zelnick stated on August 7, 2026 that he does not rule out the possibility of a physical media version of Grand Theft Auto VI (GTA 6) being released at some point in the future, although the game will initially only arrive in digital format. Zelnick vehemently denied that the decision to not have discs at launch had anything to do with concerns about leaked game information. The statement comes at a crucial moment of transition in the video game market, where digital is gaining more and more strength.
What Take-Two CEO says about GTA 6 physical media
In a recent interview, Strauss Zelnick, president of Take-Two, Rockstar Games’ parent company, did not rule out an eventual release of GTA 6 on disc. He defended the decision to launch the title exclusively in digital format at its debut, arguing that physical media has proven to be less relevant to consumers in the context of today’s big games. Zelnick highlighted that more than 90% of Take-Two’s sales are already made through digital channels.
“Currently, to play video games, an internet connection is essential,” explained Zelnick. He added that, with the vast majority of players always connected, the main challenge is identifying the most efficient way to deliver the game to the public. When asked about the long-term outlook for a GTA 6 disc release, the executive pondered: “I wouldn’t rule out anything at this stage of the project. What we’ve announced so far is what we’re doing at the moment, but we’re always open to new possibilities and developments.”
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Leaks were not the reason for choosing digital, says executive
Following Rockstar’s confirmation in June about the absence of physical discs for GTA 6 at launch, speculation arose that this strategy was aimed at preventing leaks. Some analysts, such as Rhys Elliot, head of market analysis at Alinea Analytics, have indicated that the lack of physical media could contribute to “Rockstar’s almost pathological secrecy”, preventing game data from being prematurely unlocked from “misplaced” copies. The history of a major GTA 6 leak even before its release fueled this theory.
However, in an interview, Zelnick refuted any connection between security and the decision not to release the game on disc. He was emphatic in denying that concerns about a possible GTA 6 leak had influenced Take-Two. The executive insisted that the company’s main motivation was to “do what was right for the project”, focusing on practicality and consumer trends.
Sony’s digital turn and controversy with players
Take-Two’s decision aligns with a broader trend in the gaming sector, driven by giants like Sony. The PlayStation company announced that it will stop producing discs for its consoles from 2028, a move that triggered a strong negative reaction in the gaming community. Online petitions and a wave of messages on PlayStation’s social networks highlight fans’ concern about digital preservation and autonomy over game ownership.
Defenders of physical media even called for a week-long boycott of PlayStation in August, as a form of protest against the end of discs. The British Digital Entertainment and Retail Association (ERA) was also openly critical of Sony, describing the decision as a “triumph of corporate convenience over consumer choice”. Despite acknowledging the “vehement opinions”, Sony reiterated that it does not plan to change its mind, stating that the transition does not negatively impact its business.
Why the industry prefers digital format
The industry’s inclination towards the digital format, present in both GTA 6 and Sony’s strategy, is largely motivated by significant financial advantages. Game publishers make considerably higher profit margins on digital sales compared to the costs and distribution associated with physical media. This business model optimizes revenue in a period of rising costs and expectations of falling console sales.
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- To better understand the difference, the data shows the following panorama:
- Self-developed games (PlayStation Store): Sony retains 100% of revenue.
- Third-party games (PlayStation Store): Sony receives a licensing fee of 30% of total revenue (approximately $21 on a $70 game).
- Physical copies of first-party games: Sony keeps about 65% of the revenue, while 30% goes to retail and 5% to manufacturing costs.
- Physical copies of third-party games: The licensing fee for Sony is lower, around 15%.
This disparity in profit margins strongly encourages the adoption of digital, not only increasing revenue per sale, but also centralizing distribution control in the hands of platforms and publishers, reducing dependence on physical intermediaries.
The decline in physical sales and future projections
Consumer preference for digital content is a determining factor behind recent corporate strategies. Sony financial reports indicate that 82% of full game downloads for PlayStation 4 and PlayStation 5 are digital. Complementing this trend, Mat Piscatella, senior director at Circana, highlighted that few PlayStation games surpassed the mark of 100,000 physical units sold in the US this year, with even lower numbers in specific weeks of July.
Given this data, Zelnick agrees with the projection that physical discs will eventually disappear from the market. However, he prefers not to establish a timeline for this change, drawing a parallel with the music industry, where vinyl still exists, but as a niche market. Both Take-Two and Sony adjust their approaches to reflect these changes in consumer preferences, aiming for greater operational efficiency and profitability in the dynamic global digital entertainment market.

