Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 26, 2022
arrowPress Releases
If you enjoy reading this site, you might also want to check out these UBM Tech sites:

 Grand Theft Auto IV  Passes 22M Shipped, Franchise Above 114M

Grand Theft Auto IV Passes 22M Shipped, Franchise Above 114M

September 14, 2011 | By Kyle Orland

At a recent presentation at ThinkEquity's annual Growth conference, which Gamasutra listened in on, Take-Two CEO Strauss Zelnick revealed updated sales numbers for many of the publisher's key games and franchises, including over 22 million lifetime shipments for April 2008's Grand Theft Auto IV.

The new number represents an increase from the 20 million shipped units of GTAIV reported in March, and puts the latest title in the series on par with the 21.5 million shipments Take-Two reported for the PS2's Grand Theft Auto: San Andreas through early 2008.

The Grand Theft Auto franchise as a whole has now shipped more than 114 million units since its debut in 1997, Zelnick said.

Take-Two also reported new lifetime unit shipment numbers for other recent titles and key franchises, including:

* Midnight Club franchise: 18.5 million
* NBA2K franchise: 17 million
* Red Dead Redemption: 12.5 million
* Civilization franchise: 11 million
* BioShock franchise: 9 million
* Carnival Games franchise: 8 million
* Max Payne franchise: 7.5 million
* Mafia franchise: 5 million
* Borderlands franchise: 4.5 million
* The Darkness: 1 million

Elsewhere in the talk, Zelnick outlined how downloadable content has been a key tool for limiting quick used sales of new titles, and a way to quickly build on existing games with content that meets market demands.

"Once we do the core development, which takes a long time and is pretty hard, doing the development related to the DLC in a high-quality way is a lot easier and a lot quicker," Zelnick said.

"At the time we put out Red Dead Redemption in May, we didn't even have a fantasy that we'd be putting out a zombie title [the Undead Nightmare DLC] for Halloween. But we [did], as it happens."

Related Jobs

Treyarch — Playa Vista, California, United States

Vehicle Artist
Disbelief — Chicago, Illinois, United States

Sucker Punch Productions
Sucker Punch Productions — Bellevue, Washington, United States

Senior Level / Mission Designer
Treyarch — Playa Vista, California, United States

Game Designer (Zombies) - Treyarch

Loading Comments

loader image