Grand Theft Auto IV: The Game
Is OnBusinessWeek
Matt Vella, April 8, 2008
The latest title in
Rockstar's blockbuster video
game series is playing a key
role in the takeover drama
surrounding parent Take-Two and
EA.
Inside the posh New York
headquarters of Rockstar Games
in a SoHo loft, there's a buzz
of round-the-clock activity.
It's only weeks before the
company releases its much
anticipated video game, Grand
Theft Auto IV, and employees are
scrambling to deliver the
finishing touches. "It takes a
lot of work to make a crap
game," says Dan Houser,
Rockstar's co-founder, as he
dips into a bowl of candy, "and
just a little more to make a
great one."
Houser has good reason to
debate the difference. Grand
Theft Auto will appear on Apr.
29 to high expectations and even
higher stakes.
Already, game analysts are
forecasting that the fourth
installment of the go-anywhere,
commit-any-crime game, which
will be available for
Microsoft's (MSFT) Xbox 360 and
Sony's (SNE) PlayStation 3, will
be the biggest seller of 2008,
with an anticipated 13 million
units sold.
The three previous versions
of Grand Theft Auto have been
huge hits, selling a combined 32
million units and pulling in
$1.24 billion, according to
market researcher NPD Group.
But more than money is at
stake. Rockstar is finishing up
GTA just as its parent company,
Take-Two Interactive (TTWO), is
under siege. Last month, games
giant Electronic Arts (ERTS)
made a hostile takeover bid for
Take-Two, offering $2 billion,
or $26 a share. Take-Two
Executive Chairman Strauss
Zelnick rejected the bid,
calling it "inappropriate,
unfortunate, and opportunistic."
He says Take-Two wants to delay
any negotiations until after the
Grand Theft Auto debut, when the
expected strong sales of the
game could force EA to increase
its offer.
Timing is Key
EA doesn't want to wait. The
company wants to strike a deal
before the game's release, in
part so that it can count the
Grand Theft Auto revenues as its
own. EA also wants to stop
Take-Two from plowing the
profits from the game back into
its sports games and other
titles that compete with EA's
own products. The battle could
come to a head in the next week.
EA set a deadline of Apr. 17 for
Take-Two shareholders to decide
on its bid. "If we can't close
the deal in time to market their
titles in the '08 holiday, the
value diminishes for EA," says
Owen Mahoney, EA's senior
vice-president for corporate
development.
Although most analysts expect
the deal to go through, it
remains to be seen exactly how
the negotiations will play out.
If shareholders agree to EA's
conditions at their Apr. 17
meeting, Take-Two will probably
replace its board and hire a
slate of executives that will
green-light the sale.
Shareholders could, however,
decide to hold out for a higher
price, giving Zelnick a bigger
bargaining chip and delaying the
deal until after copies of GTA
start flying off the shelves.
Even the boardroom drama
can't match that of the latest
Grand Theft Auto. The basic plot
is of Eastern European
immigrants pursuing gangster
glory in a pre-Giuliani New
York. Gritty and detailed, the
game's city teems with realistic
life. In Midtown, grumpy
fashionistas crowd the
sidewalks, and a high-definition
recreation of Times Square
pulses with hundreds of
satirical billboards. Rather
than rote objectives and levels,
as in many other games, players
can pursue almost any path they
wish. They can build
relationships with digital
characters through bowling,
pub-crawling, or other social
activities.
They can make phone calls and
punch out text messages on
mobile phones. They can even
surf a fake Internet with
hundreds of tongue-in-cheek Web
pages.
Net Benefits
The game is tied into the
real Internet, too. The company
has set up a new online social
network dubbed the Rockstar
Social Club. The digital
misadventures of GTA players the
globe over will be fed into the
network, creating a continually
updated map of the virtual high
crimes and misdemeanors
perpetrated by gamers around the
world. Players will also be able
to download songs heard on the
in-game radio through the
real-world Amazon.com (AMZN).
Such features "really set this
game far apart technologically,"
says Greg Ford, managing editor
of Electronic Games Monthly
magazine.
Analysts expect all this
pixelated mayhem to be worth
billions over the next two
years. Michael Pachter, an
analyst at Wedbush Morgan
Securities, says sales of GTA
could be worth nearly half a
billion dollars in revenue and
at least $175 million in profit
by the end of fiscal 2008.
Rockstar could use some
redemption. The company has
weathered one public relations
disaster after another in the
past five years. A sexually
explicit mini-game hidden in the
code of its last GTA release
earned the company the ire of
parent groups and Washington
politicians, and eventually cost
it millions when the game was
pulled from store shelves.
Take-Two has fared even worse,
with Securities & Exchange
Commission investigations and a
string of management shakeups
stretching back to 2001. Early
last year, former Take-Two Chief
Executive Ryan Brant pleaded
guilty to filing false financial
documents as part of an
options-backdating
investigation.
The Mayhem Won't Change
All the controversy has done
little to dampen players'
interest in Grand Theft Auto. "GTA
may have become a cuss word on
Capitol Hill," says Leigh
Alexander, news editor at games
blog Kotaku.com, "but to gamers,
Rockstar is like the cool
upperclassman pulling pranks on
the principal: They get the
joke."
Back at Rockstar's
headquarters, the
adrenaline-pumping action that
pulls in the gamers is on clear
display. In a cushy demo room
with plum-colored walls and
leather couches, one massive,
flat-screen TV shows a squad of
police cars in full pursuit of
GTA's main character, Niko. As
he knocks out the car's window,
bullets begin spraying into the
vehicles behind him.
Multicolored fireworks fill the
screen, and thunderous
explosions boom from the
speakers. Houser bounces on a
couch, confident that his
company will satisfy fans. For
Rockstar, this kind of mayhem is
"one thing that will never
change," he says.