A Grand Gamble

Date

Author

By Tom Linder
Carly Kocurek

The wait for one of the most anticipated video games in history just got a little bit longer.

Despite targeting a 2025 release, Rockstar Games has 鈥攖he latest edition of the massively popular franchise鈥攖o May 26, 2026. This delay is already sending shockwaves through the video game industry.

While gamers are disappointed, 91自拍 Professor of Digital Humanities and Media Studies Carly Kocurek鈥攁 cultural historian specializing in the study of new media technologies and gaming鈥攕ees some good in the postponement, both for players and creators alike.

She hopes that the delay may be a sign that Rockstar is committed to prioritizing the well-being of its developers.

鈥淩ockstar has had a bad reputation for labor practices; it鈥檚 because they really were notorious for 鈥榗runch,鈥欌 says Kocurek, referring to reports in 2018 of Rockstar employees working 100-plus hours per week in the lead-up to the release of Red Dead Redemption 2. 鈥淚鈥檓 actually optimistic that the delay means shifts in how they鈥檙e thinking about deadlines and how they鈥檙e thinking about workers.鈥

Kocurek also points out that because the Grand Theft Auto franchise has so often been a pioneer in 鈥渟andbox,鈥 worldbuilding-type games, this latest delay is simply the reality of creating a cutting-edge game.

鈥淚f you delay the game but it鈥檚 good, everyone will forget that it was late,鈥 says Kocurek. 鈥淚f the game comes out on time and it鈥檚 bad, it never gets better.鈥

Still, the impact of the delay on the industry will likely be far-reaching, with many other game developers having planned their release schedules around Grand Theft Auto 6.

And creating the massive world that Grand Theft Auto is traditionally known for could represent the biggest risk. While the franchise has set the standard for years in the gaming industry in terms of graphics, CGI, and worldbuilding, Rockstar is betting that consumers will still flock to an expansive and splashy AAA (high-budget, high-profile) game.

鈥淕rand Theft Auto is almost the traditional idea of what a gamer is: people who want really big, intense games that require a certain level of skill and engagement within a narrative world of the game,鈥 says Kocurek. 鈥淚s that still where the market is?  Or could the industry actually be moving toward tiny mobile games or match-three games? Certainly, those are highly profitable. Any time you invest really heavily in a project, you鈥檙e making a lot of assumptions about what people want.鈥