Take-Two Interactive
Take-Two Interactive Software, Inc. is an American video game holding company based in New York City founded by Ryan Brant in September 1993.
"Take-Two" redirects here. For other uses, see Take Two.Company type
- Nasdaq: TTWO
- Nasdaq-100 component
- S&P 500 component
September 30, 1993
Ryan Brant
- Strauss Zelnick
- (chairman and CEO)
- Karl Slatoff (president)
- Lainie Goldstein (CFO)
- BioShock series
- Borderlands series
- Civilization series
- Grand Theft Auto series
- Mafia series
- Max Payne series
- NBA 2K series
- PGA Tour 2K series
- Red Dead series
- WWE 2K series
- XCOM series
US$−1.165 billion[1] (2023)
US$−1.124 billion[1] (2023)
US$15.86 billion[1] (2023)
US$9.042 billion[1] (2023)
11,580[2] (2023)
The company owns two major publishing labels, Rockstar Games and 2K, which operate internal game development studios. Take-Two created the Private Division label to support publishing from independent developers and more recently announced a new internal studio for the label called Intercept Games. The company also formed Ghost Story Games which was a former 2K studio under the name Irrational Games. The company acquired the developers Socialpoint, Playdots and Nordeus to establish itself in the mobile game market. The company also owns 50% of professional esports organization NBA 2K League.[3] Take-Two's combined portfolio includes franchises such as BioShock, Borderlands, Grand Theft Auto, NBA 2K, WWE 2K, and Red Dead among others.
As of September 2023, it is the second-largest publicly traded game company in the Americas and Europe after Electronic Arts, with an estimated market cap of US$23 billion.[4]
History[edit]
1993–2000: Formation and initial growth[edit]
Take-Two Interactive was founded by Ryan Ashley Brant, the son of media executive and Interview co-owner Peter Brant. Ryan Brant had attended the Hotchkiss School and the Wharton School of the University of Pennsylvania, graduating in May 1992. He began his career in May 1991, working for his father as the chief operating officer of Stewart, Tabori & Chang, a publisher of illustrated books, until August 1993.[5][6] As Brant wanted to forge his own path, he decided to create a video game publishing company. He stated "I wanted to get into a business where I could raise capital as a younger guy. In technology, people expect you to be a younger person."[5] An initial US$1.5 million in funding was raised from his family and private investors.[5] Take-Two was incorporated in Delaware on September 30, 1993, with Brant (21 years old at the time) as chief executive officer (CEO).[7][8] The business was launched with assistance from John Antinori and Mark Seremet.[9][10] Seremet sold his stake in the company in 1998.[10] Early on, Take-Two had a location in Latrobe, Pennsylvania.[11][12] By June 1994, the company had acquired and absorbed InterOptica, a software publisher owned by Wan Chai and headed by Catherine Winchester (later Heald); the latter became Take-Two's first president.[13] Later that month, Take-Two struck a deal with GameTek that would see the publisher distribute five of Take-Two's games worldwide.[14][15]
Starting with Star Crusader in September 1994,[16] Take-Two found its first major success within games that included full motion video with well-known live actors performing the parts, following the success that Mechadeus had with The Daedalus Encounter which featured Tia Carrere.[5] Take-Two hired Dennis Hopper, among others, to star in parts for Hell: A Cyberpunk Thriller (1994), which sold over 300,000 copies over the following year and established profit for the company. This was followed by Ripper (1996), of which US$625,000 of its US$2.5 million budget was used to hire actors such as Christopher Walken, Karen Allen, and Burgess Meredith. The success of both these games, as well as earlier titles, led to a publishing agreement between Take-Two and Acclaim Entertainment to publish Take-Two's titles, as well as obtaining overseas distribution. Take-Two also secured a license with Sony Computer Entertainment to publish on the PlayStation line of consoles.[5] In February 1995, GameTek acquired a stake in Take-Two, aligning the studio with its own Alternative Reality Technologies.[17] By July 1995, Take-Two had established its head office in the Silicon Alley area of New York City.[18] Take-Two expanded in its Latrobe location and, in September 1996, took over the second floor of its office building, which had been occupied by the Chestnut Ridge Chapter of the American Red Cross.[11]
Around 1996, the company was making about US$10 million, but Brant wanted to further expand the company, and made its first acquisition of Mission Studios and publishing its JetFighter III game in 1996.[19] Brant decided to secure additional funds for acquisition by taking the company public.[20] The company announced this intent in April 1997, looking to raise $8.2 million.[21] The company had its initial public offering (IPO) on April 15, 1997, being listed under the ticker symbol TTWO on the NASDAQ stock exchange. The opening price was $5.50, above the expected $5, and on its first day rose to $5.75.[22] From the IPO, the company gained about US$6.5 million along with US$4 million on venture fund promissory notes.[5] At this time, Peter Brant had been the largest shareholder in Take-Two at 25% owned through Bridgehampton Investors LP, which also had Ryan Brant as general partner.[8] The additional funds allowed Take-Two to acquire GameTek's European operations, its internal Alternative Reality Technologies studio (later renamed Rockstar Toronto), and the rights to GameTek's Dark Colony, The Quivering, The Reap, Jeopardy! and Wheel of Fortune games.[5][23] The company hired Kelly Sumner, a GameTek executive director, as part of this purchase. Additionally, the company acquired Inventory Management Systems, Creative Alliance Group, and Alliance Inventory Management, three video game distribution companies that helped to extend Take-Two's reach into the retail market.[5]
In the same year, Take-Two stepped in as the publisher of Monkey Hero. Its developer, Blam!, had been struggling financially after the game's original publisher, BMG Interactive, was shut down by BMG Entertainment (a unit of Bertelsmann), its parent company.[24] In March 1998, Take-Two acquired all assets of BMG Interactive for 1.85 million shares (16% of Take-Two's common stock), worth about US$14.2 million.[25][26] In the previous year, the United Kingdom-based DMA Design and BMG Entertainment had just released Grand Theft Auto, and while it financially performed well but was not a critical success in Europe, it had sparked controversy over the use of violence in video games, with United States Senator Joe Lieberman speaking out strongly against it. Seeing the opportunity to capture attention on the game, Brant had initiated the acquisition of BMG as to acquire the Grand Theft Auto property, and at the same time, contacted BMG's Sam and Dan Houser (both instrumental to getting Grand Theft Auto to market), Terry Donovan, and Jamie King to found a new label within Take-Two, called Rockstar Games for which to develop more titles like it.[27][28][29] Electronic Arts' (EA) 2008 CEO, John Riccitiello, stated that, with the establishing of Rockstar, Take-Two effectively invented the "label" corporate structure, which EA followed into in 2008.[30] With the rights to Grand Theft Auto, Take-Two expanded its publication into North America, and the game became Take-Two's first financial success with over 1.5 million copies sold.[5]
Take-Two also began taking on distribution capabilities, acquiring various distribution firms such as DirectSoft Australia for the Oceania market.[5] Notably, in August 1998, Take-Two acquired Jack of All Games, an America game distributor, for about US$16.8 million. Take-Two subsequently bundled many of its existing and future distribution outlets under the Jack of All Games brand.[31][32][33]
In 1999, Take-Two acquired DMA Design (ultimately renamed Rockstar North), and invested into Gathering of Developers and Bungie (eventually transferred over to Microsoft Game Studios).[5][34] In September, the company also acquired Triad Distributors and Global Star Software, a video game distributor and publisher, respectively, both founded in 1993 by Craig McGauley and Damian Cristiani and operating out of the same offices in Concord, Ontario, with the same management team.[35] Israeli developer Pixel Broadband Studios was acquired for $50.4 million in March 2000,[36] before Take-Two sold it off to Gameplay.com in October that year, receiving £34.1 million in Gameplay.com shares in return.[37][38]
Litigation[edit]
Take-Two has used trademark dilution complaints to prevent other publishers and developers from registering trademarks comparable to Take-Two's own trademarks, such as blocking trademark registration that involve "rockstar", "bully", "2K", and the capital letter "R". The publisher filed a dispute against Hazelight Studios to block its attempt to trademark It Takes Two, due to the similarity of its name to Take-Two's. Hazelight was forced to abandon the trademark application, making it more difficult to promote the game.[225][226][227]
Take-Two has also been active in blocking the release of mods for Grand Theft Auto games. While some of these mods had used assets from the original games and gave valid reason for Take-Two to protect its copyrights, other mods that Take-Two had targeted were made from legal reverse engineering of the game, making Take-Two's claims contentious. Take-Two has clarified that it had no issue with mods intended for single-player games that were legally made, but would take action against other types of mods.[228]