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News · 2026-09-24 · The Game Business — Joshua Mills interview
Confirmed

Rainbow Six Siege boss says GTA 6 will hit player counts — and promises to reward those who stay

Rainbow Six Siege creative director Joshua Mills says GTA VI’s November launch will draw some players away from Ubisoft’s shooter — including, he says, members of the Siege team. In a direct interview with The Game Business, Mills described the expected decline as temporary and said the game will keep releasing content and ‘treat players like kings and queens’ through the launch window. It is an unusually candid view of how another major live-service team is planning around GTA VI, not evidence of a formal Ubisoft-versus-Rockstar campaign.

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A candid expectation of a temporary hit

Asked about GTA VI in The Game Business interview, Mills said a game of that scale will take players from the industry, including from Siege. He described the likely dip as temporary because players can return after spending time with the new release. That is a statement of expectation by the creative director, not a quantified forecast and not proof that every live-service title will experience the same pattern.

Retention rather than retreat

Mills said Siege would continue delivering content through the period and that players who stay would be treated ‘like kings and queens.’ The useful point is strategic: Ubisoft is not presenting the GTA VI window as a reason to pause support. It is positioning the game around the players who do not leave, while accepting that some short-term attention will shift elsewhere.

What the interview does not promise

The discussion points to Season 4 and unspecified surprises, but Mills does not provide a release calendar, a reward list, player targets or a commercial forecast. It also does not establish a formal industry consensus about GTA VI. The claim supported by the source is narrower: Siege’s own leadership is actively planning for its November launch impact.

Why GTA VI matters to a separate live-service game

GTA VI is primarily a new open-world release, while Siege remains a competitive multiplayer shooter. That means attention can move between them without the games serving the same audience or use case. Mills’s remarks are notable precisely because they acknowledge the scale of the launch while arguing that a persistent game can retain and later recover part of its audience.

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