Physical game discs may not disappear completely, but Take-Two CEO Strauss Zelnick believes they are headed for a much smaller role in the business. His comparison is vinyl: a format that remains culturally meaningful and commercially viable, yet occupies a specialist niche rather than the center of everyday consumption.
The argument arrives at a particularly conspicuous moment. Grand Theft Auto 6 is described as the first major console game launching without a physical edition, putting the question of discs, ownership and collector demand squarely beside one of the industry’s biggest releases. Zelnick has said Take-Two’s future is overwhelmingly digital, while leaving open the possibility that physical games will continue in some form.
That does not amount to a confirmed permanent end to boxed games, nor does it confirm a later disc release for GTA 6. It is, instead, a blunt statement about the direction of the market: physical media could survive, but as a small part of a digital-first ecosystem.
What “gaming’s vinyl” means
Vinyl is a useful analogy because it does not mean a format has vanished. It means the format has changed function. Digital distribution handles the mass-market role: immediate delivery, broad availability and no need for shelves, stock shipments or retail floor space. A physical version can then become something different—a display object, a gift, a limited production item, or a preferred format for players who want a tangible copy.
In music, physical formats represented just over 10% of total revenue during the first half of 2026, totaling $581 million. Vinyl accounted for roughly 80% of that physical revenue. The key point is not that games and music are identical products. They are not. Rather, the comparison describes a market in which a physical format remains wanted by a committed audience while digital delivery does most of the commercial work.
Zelnick’s view is that game discs could eventually occupy that kind of position: present, potentially desirable, but no longer built around the expectation that every major release needs a widely distributed disc at launch.
The numbers already show a heavily digital business
Available U.S. spending figures illustrate why publishers are increasingly comfortable making that bet. Physical game sales reached a 30-year low of $1.5 billion in 2025. That was about 2.5% of the $60.7 billion consumers spent across video-game hardware, content and accessories that year.
It is important to read that comparison carefully. The $60.7 billion figure is a broad spending total, not a direct physical-versus-digital software split. Hardware and accessories are included. Even so, the result demonstrates how small boxed-game sales have become within the wider games marketplace.
Related coverage includes Take-Two CEO Sees Physical Game Discs Becoming Gaming's Vinyl.
For Take-Two specifically, discs account for only 2% of current revenue. That makes the company’s stance less a theoretical prediction than a reflection of its present business mix. When a tiny portion of revenue comes from a format, the cost and complexity of giving that format equal priority can become more difficult to justify.
Why the percentage matters
Digital distribution is simply the delivery of a game through an online storefront or platform rather than through a disc. The commercial advantage is straightforward: publishers do not need to manufacture a disc, package it, distribute it to retailers or manage unsold inventory. Players can acquire the game directly through their platform storefront.
That convenience does not settle every consumer concern. A disc can be resold, lent, displayed or collected in ways a digital license generally cannot. But the spending data suggests that these attributes, valuable as they are to some players, no longer define how most revenue is generated.
The broader conversation also fits a recent industry theme explored in how executive claims can ripple through gaming: comments from major companies can shape expectations even when they do not announce a specific policy. Zelnick’s vinyl comparison does not decide what every platform holder will do. It does make clear that one major publisher sees physical media as a niche rather than a baseline.
GTA 6 is the immediate flashpoint
The disc question carries extra weight because it is attached to Grand Theft Auto 6. Zelnick had previously rejected rumors that the game would not come to disc, but he has now declined to say whether a physical release could happen later. He indicated that details of that kind come from the company’s labels, meaning Rockstar would be the party to provide any definitive word.
That distinction matters. There is a difference between a company believing physical releases will be a small part of the market and a company confirming that a particular game will never have one. The latter has not been established here. Players and collectors should therefore avoid treating an uncertain future physical edition as confirmed, whether that means assuming it will arrive or assuming it never can.
There is an obvious irony in the current arrangement: GTA 6 is set to receive a vinyl soundtrack release while the game itself has no physical version at launch. Yet that is also a remarkably literal expression of the vinyl comparison. The soundtrack can function as a collectible artifact while the game is delivered digitally.
For collectors, the practical implication is that a soundtrack release and a physical game release are separate decisions. A record does not signal a disc edition, and no announced disc should be inferred from the soundtrack’s existence.
Physical games are not facing one universal policy
The outlook varies across hardware makers. Microsoft’s approach to physical media for its Project Helix family of next-generation consoles remains unknown. Nintendo, meanwhile, has said it does not plan to abandon physical games during the Switch 2 era, though its use of game key cards represents a partial shift away from the traditional all-on-cartridge model.
Game key cards are relevant because they complicate the usual definition of “physical.” A boxed product can still exist while the actual game experience depends more heavily on digital access. For buyers, the important question is no longer only whether an item comes in a case or has a cartridge. It is also what that object does: whether it contains playable software, provides access to a download, or requires online systems to obtain and use the game.
That nuance will matter more if physical products become rarer and more collector-focused. A limited boxed edition may have sentimental and display value, but its practical value can differ substantially from a disc that holds the full game data. The supplied information does not establish what formats future releases will use; it does show why shoppers will need to scrutinize physical-format details rather than assume all boxes offer the same kind of ownership or access.
A smaller market does not mean an unimportant one
The vinyl metaphor should not be read as a dismissal of people who prefer discs. Physical editions serve real purposes: they can be gifted easily, occupy a place in a personal collection, and offer a tangible connection to a favorite game. They can also matter to retailers and to players who simply value a shelf of games over a library represented by storefront icons.
But a niche format is governed by different expectations from a mass-market format. Selection may narrow. Publishers may reserve physical treatment for certain releases, regions or premium editions. The most likely change suggested by the available evidence is not necessarily an overnight disappearance of every disc, but a future where the disc is less automatic.
That makes GTA 6 a significant test case. If a release of its scale can begin life without a physical version, the old assumption—that every blockbuster console game will have a disc beside it—becomes harder to maintain. Whether Rockstar eventually chooses to make one remains unresolved. What is clear is that Take-Two sees its revenue and the wider market moving in a direction where the physical copy is the exception rather than the standard.
For now, the best reading is cautious: discs are not declared dead, GTA 6 has not been confirmed for a future physical edition, and platform strategies are still uneven. Yet the financial picture makes Zelnick’s forecast understandable. In the digital era, a game disc may increasingly be something players seek out specifically—not simply the default way a major new game reaches them.




