Casual who aren't into the GTA Series but bought/is going to buy GTA V because of the popularity or that his friends owns one so he could play GTA Online together while spend all of their hard work money on shark cards.
I'd actually be kind of shocked if it did. May to Nov. of last year was the increase of 80 to 85 million copies sold, so if it's roughly 6 months to move 5 million units, we're look at 100 million sometime in 2019.
I was wrong; Rockstar just hit 90 million units with GTA V.I'd actually be kind of shocked if it did. May to Nov. of last year was the increase of 80 to 85 million copies sold, so if it's roughly 6 months to move 5 million units, we're look at 100 million sometime in 2019.
But, RDR2 is their next big release and it's being revealed in typical GTA fashion; couple trailers and a lot of hush-hush on much of everything else. So, with anyone not interested in it & no real news of GTA VI, I guess it's more than possible it'll hit 90-95 million a year from now. They already have a few dripfeed cars and have stated it will continue to see updates, even with RDR2 coming.
https://venturebeat.com/2018/02/07/...on-copies-sold/amp/?__twitter_impression=trueOne of the biggest games of the decade has hit another milestone. Rockstar’s Grand Theft Auto V has sped past 90 million copies sold-in to retailers and sold-through digitally worldwide. The 2013 open-world crime game has had “unparalleled longevity,” according to publisher Take-Two Interactive, due to the appeal of GTA: Online.
Take-Two confirmed in a press release that GTA V was the No. 3 best-selling game in the United States in 2017 in terms of copies, and it was No. 6 in terms of revenues, according to industry-tracking firm The NPD Group. And while Take-Two had other, newer games, like NBA 2K18 and WWE 2K18, Grand Theft Auto and its in-game digital purchases were the biggest contributors to its total revenues.
“Our stellar results were highlighted by record recurrent consumer spending on both Grand Theft Auto Online and NBA 2K18, robust ongoing sales of Grand Theft Auto V, and the successful launch of WWE 2K18,” Take-Two chief executive Strauss Zelnick said.
When Zelnick talks about “recurrent” spending, he means digital purchases from people who have already bought a game. This is key to Take-Two’s (and other publishers’) strategy going forward, and it is paying off at the moment. That recurrent consumer spending grew 44 percent year-over-year for Take-Two.