Why GTA 6 Is More Than A Video Game
363 segments
Why don't we start by just admitting
that GTA 6 is not a video game launch,
okay? This is the IPO of a digital
country. You know that, guys. I mean,
the market's modeling how many copies
are sold, but the real question is how
many people are going to move into this
world and never leave. I mean, that's
what you need to be thinking about as an
investor.
>> Well, they haven't even shown us that
they're doing a world. We're expecting
that they're going to try to monetize
and create the creator environment where
people can buy and sell video game
stuff, but is that a foregone
conclusion?
>> Well, the fact they've been working on
the game for 10 years, yeah, it
absolutely is. I mean, this is not about
box office weekend. Box office weekend
is really important, but really all that
it is are indication of how big the
annuity is going to be for Take-Two. If
you think about it, everything that
happens between now and game launch is
just a signal of how much engagement
and time and community they can build
around this game for the next 5 to 10
years. I mean, that that's all that
actually matters, right? This is either
going to be the next Roblox-style
platform or it's not. And if you're an
investor long-term, that's all you
really care about. You don't care about
if they sell, you know, a few more games
on day one than people expect unless
that's an indication of something bigger
because people are more hyped and this
game is actually delivering on
everything that they wanted that people
been dying for for the past 8 years
waiting for it.
>> But there's been so much negativity
online around pretty much everything
they've shown, which is not much. They
they haven't shown any gameplay action,
and what they have shown is they're not
planning on, at least on initial launch,
having any kind of online multiplayer
interactivity. It's a single-player
game, and people say, have they lost
their edge? The thing that made it cool
was that it was such a different game.
You've never seen a game with such
debaucherous imagery, and they're not
showing us that imagery. Have they lost
the edge?
>> All right. I mean, agreed that there's a
bear case here, which has nothing to do
with demand. Demand is going to be huge,
right? The bear case is expectations
have just become too psychotic.
>> there's no way that they come up with
the game that's going to disappoint like
that, right? And there's no way. Like
they know what their audience wants. And
so, it's useless to speculate until we
see otherwise, right? I mean, it it
should follow the same formula as
before, obviously with the added
internal economics that they're going to
release.
>> They do not release online on day one.
That's That's just not what they do,
right? So, all these expectations are
kind of ridiculous. They were never
going to release online on day one. They
have to phase in the excitement, right?
You can't do everything at once.
>> But do other games like I'm not a gamer.
Do other games launch on day one with
the full marketplace in place? Cuz that
that's how I imagine it. Roblox was was
a marketplace on day one, right?
Fortnite's uh that's always been a
marketplace, right?
>> It's different. And by the way, like I
think Roblox has what, paid out a
billion dollars over the last year to
their creators? That's what they're
going for. I mean, it's such So,
obviously the move the the move is
staggered. First, you have to generate
excitement around the game. You want
people to go through the narrative of
the game, right? Is that going to
deliver? Damn, it better, man. If it
doesn't deliver, this could get ugly
real quick. Not because day one sales
will be bad, because even if you're
complaining, you're playing. You're
buying the game. Everyone's buying this
game, okay? It has nothing to do with
how many people buy this game. It has to
do with how many people are going to
live in this game for the next five
years of their life. How much money
people are going to spend quarterly in
this game for the next five years of
their life. That's ultimately all that
matters for Take-Two investors. Now, if
the game is insanely good, that's a good
indication that they can build a
community around this, right? They can
build true creator content and monetize
the hell out of this for the next
decade.
>> Well, I I think that's that's what it
all comes down to. Are they going to We
know it's going to sell out. It's going
to be the biggest game ever. It will
sell the most copies, but are they able
to keep that audience engaged and turn
it into the platform that you're
imagining? And if so, how many other
people like you have already thought
that and thought Take-Two stock is going
to How much is already priced in?
>> I don't think all of that is priced in
here, Dave. It's just not. It's not
priced in. I think what's priced in is a
blockbuster, you know, day one, but
that's so obvious. I think what matters
here is not a few more or a few less
sales. What matters is how many people
are so engaged that they're willing to
spend on the $100 copy as opposed to the
$80 copy, right? That makes a huge
difference. If everyone comes in and
spends up for the extra features and the
bonuses that you get by buying this game
at $100 as opposed to 80. And by the
way, 80 is already high, right? Like I
think the de facto standard was like 70
before this. So, they're already raising
the bar to 80. But if the majority of
these people come in and spend 100,
that's a huge indication of interest and
engagement. I think a lot of this has to
do with the game three trailer. That's
the next trade on Take-Two. The game
three trailer could come out at any
time. We have not seen hardly any
gameplay at all. So, the game three
trailer is the moment for Take-Two
investors to determine is is real thing
or is this going to be somewhat of a
disappointment going forward?
>> I feel like there's been disappointment
all along the way though. Like trailer
two had a ton of views and a lot of
negative feedback on it.
>> Cuz expectations were too high man and
they didn't show anything in trailer two
really. That's I think that's part of
the problem. I would imagine this. They
know that there was backlash around what
they showed in that second trailer and
the company knows what they need to do
for trailer three. Okay? Like if they
screw up trailer three, we know we have
a problem because they knew what their
gamers wanted and for some odd reason
even with the delay, they could not
deliver it in a trailer. That's a huge
issue. If trailer three comes out and is
a disappointment, I'm going to tell you
guys right now, I'm not trading
Take-Two. I'm out. I'm out. But if that
trailer comes out and knocks it out of
the park, I'm all in. All right? That's
my trade.
>> But you're in the trade right now
already, Chris.
>> I'm not. I'm not in. I'm waiting on
trailer three. A trailer three for me is
the first big tradeable moment for
Take-Two. I think that will be our
biggest indication of do they have the
goods because they know they need to
deliver. Trailer three is what they need
to deliver to get those pre-sales really
cooking and to keep the momentum
positive as opposed to somewhat
negative, which is where it's been.
Okay? They have to deliver. If they
don't deliver, it means they have no
goods to deliver. It means that the news
is only going to get worse when people
actually get in the game.
>> That's the base case is that the the
game is not as good as what people are
expecting that GTA V,
which to me it's like we've gone a
decade. Are GT Are people even
interested in this game anymore? Clearly
they're interested, but if it's not as
good as what they had been playing
before, I just don't know if they can
actually convert into a whole platform
the way you're you're hoping. It really
does come down to what are they going to
show in the next trailer?
>> That's exactly correct. And and that's
I'm telling you that's the trade.
Trailer three is the trade for Take-Two.
So, if you're trying to figure out am I
in, am I out, am I long, am I short, you
have to be first to quickly analyze the
feedback loop that we're getting on that
trailer when it comes out and you have
to be mentally prepared to make a big
trade on it. I mean, that's all there is
to it. It's hard to say what that trade
is, but for me it's probably pretty
short-term. I would likely be trading
short-term options on that trailer
because I think the stock is going to
move pretty meaningfully one way or the
other that week.
>> And we've seen it's a volatile stock
anyway over the past year or just
year-to-date it's been up 30%, down 30%,
up 30% again. It's kind of trading in a
range. You're waiting for that breakout
moment or you're waiting for it to tank
a little bit and then ride the upside if
what you see in trailer three shows you
the goods.
>> Listen, like the fans are complaining,
they're going to complain but they're
still going to buy. That's what
ultimately matters at checkout, but I
think people are smarter than that on
this trade. I think analyst,
institutional Wall Street even, which is
weird to think that they're following
this video. It's the first video game
that they're actually care about. I
think everybody knows that this is a
platform trade. So, either the company
turns into the one of the biggest gaming
platforms ever with GTA 6 or this is
just a blockbuster sales event.
Everybody plays it and it I'm not going
to say it fizzles out, but it doesn't
become the next big thing. If you don't
think this becomes the next big durable
platform in gaming, kind of the
equivalent to like a Roblox style
creator economy where you have lots and
lots of people getting deeply engaged
with this game over the next few years
and it becomes social and monetizable
and I mean, you've seen I mean, you've
seen the crazy stuff I've been show-
sharing with you guys. People People
that are going to make communities and
like Aiden Ross is going like what? Like
like come up with a crypto coin so you
could exchange your GTA dollars into his
crypto and actually cash out. I don't
know that any of that's actually going
to happen.
>> But is that slime channeled or is that
in the game and does Take-Two have any
benefit from people building side
projects on top of the game?
>> I mean, listen, if they if they go down
the road to like a Roblox type thing, I
mean, it's it's massive, right? And you
know, they're paying out like I said, a
billion dollars this last year.
>> I think they have to, right? That's the
economics of video games now. To get
people engaged and actually make and
actually be able to create and make
something out of it and keep people on.
I think that's how video games have to
work.
>> But what are the demographics for a
Roblox or Fortnite compared to GTA? Like
I I just feel like GTA's for adults and
the other's for kids and kids have more
time to just spend aimlessly a amount of
unlimited time in in a game environment
and their parents' money.
>> 2026,
I would say that 2026 adult kids have
just as much time as real kids, maybe
more time than real kids to play games
cuz they don't have a bedtime, okay?
Like do you not realize how many people
don't leave their house anymore? Do you
not understand that there are a whole
subsection of society, guys, that don't
date, they don't leave their house, they
just play video games.
>> I guess the kids who grew up with Roblox
and Fortnite are now aging up to this
being age-appropriate for them all of a
sudden.
>> But Dave, they have jobs, they have
money then, they have real money. That
is the upside in this trade is that you
have tens of millions of men who have
meaningful amounts of money and don't
leave their house and they potentially
could turn GTA 6 into the biggest cash
machine that we have ever seen if
Take-Two doesn't mess up the gameplay,
okay? That's the trade. That is the bull
trade here, and you can't not be paying
attention to that because if they knock
it out of the park and they do build a
creator type platform on top of GTA 6 at
some point in the next year or two with
the online release, you are looking at a
juggernaut in gaming that is unmatched
because now it's not kids, it's adults
with real money. I think what matters
here, guys, are two things: the number
of people that are paying up for the
$100 copy as opposed to the $80 pre-sale
copy, and the reaction on trailer three.
I think that's all we got, guys. I like
like that that's what you need to be
focused on as investors. That trailer
three is going to show us who Take-Two
is in 2026.
Are they ready? Are they ballsy enough
to give people the game that they want?
Because if they actually give people the
game that they want, I mean, there's no
ceiling here. There's really no ceiling
as to how big this can get, and I will
be ultra long Take-Two going into the
release and beyond. I don't care that
the online comes out later. Some people
are saying months later, some people are
saying a year later. I don't care if the
creator economy part of this gets rolled
out slowly way later over time because
the market will trade [snorts] into that
future if the interest and engagement is
there in terms of the quality of the
gameplay. So, I think the trade is
happening soon. I think it's happening
in the next few couple months before the
release. I don't think it's about
numbers. I think it's about the game
itself.
Ask follow-up questions or revisit key timestamps.
The discussion positions GTA 6 as more than a typical video game launch, considering it the "IPO of a digital country" due to its potential for long-term player engagement and becoming a creator-driven platform akin to Roblox. For investors, the focus is on sustained engagement and revenue generation over 5-10 years rather than just initial sales. Despite online negativity and the absence of online multiplayer at launch, the speaker suggests these are standard staggered releases. The key factors for Take-Two investors are the quality of gameplay revealed in "trailer three" and the willingness of adult players to invest in premium versions and deeply engage, which could make GTA 6 an unprecedented cash machine in gaming.
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