Rockstar just announced GTA 6 pre-orders are coming. Everyone's excited. Nobody's talking about what happens to their payment infrastructure when 50 million people hit 'buy' in the same 30-second window. I've seen this exact failure mode before.

Pre-orders go live. Rockstar's checkout buckles. You get a spinner for 4 minutes and then a duplicate charge. This isn't speculation. This is Tuesday.
GTA 5 sold 11 million copies in its first 24 hours. In 2013. With dial-up speeds still a thing in rural America. GTA 6 pre-orders will hit harder, faster, and in a shorter window because every gaming outlet on earth will post the link simultaneously. That's not a traffic spike. That's a synchronized DDoS from your own customers.
In 2021 I was consulting for a mid-size gaming studio, 8 million registered users, launching a premium DLC drop. We thought we were ready. Autoscaling on AWS, CloudFront in front, RDS with read replicas. The launch lasted 11 minutes before the payment service started returning 500s. Root cause: our third-party payment processor had rate limits we'd never tested against. Cost us $340k in lost transactions before we degraded gracefully. Rockstar's using a custom storefront. Their payment partner is almost certainly Adyen or Braintree. Both have per-merchant rate limits that most devs don't know exist until they breach them.

Every company that's done a high-demand launch thinks they've solved this with a virtual queue. Ticketmaster. PlayStation Direct. Nike SNKRS. They all use queues. They all still melt down. Because the queue itself becomes the bottleneck. You're now running a stateful service under the exact same load you were trying to protect against. The queue server is just a prettier single point of failure.
Don't do this: spin up a queue service 48 hours before launch, load test it once with 10k simulated users, and call it done. I've seen this kill production. Real load is jagged and correlated, not smooth and random. Your load test is a lie.
They're not stupid. They have money. They'll almost certainly pre-sell through Steam, PlayStation Store, and Xbox Store simultaneously, which offloads the transaction processing to Valve, Sony, and Microsoft. That's the right call. Let someone else's infrastructure absorb the hammer. The failure mode shifts from payment processing to inventory sync across three platforms with different APIs and different eventual consistency windows. So instead of one catastrophic failure you get three smaller ones that are harder to debug at 2am.
The worst outages aren't the ones that take everything down. They're the ones where half your orders go through, half don't, and you spend six weeks reconciling the difference.

Watch the Rockstar Games Launcher. It's Electron-based, it's historically been a mess, and it'll be the first thing to crater because every existing GTA Online player will get an auto-update notification simultaneously. Bandwidth alone will saturate their CDN edge nodes. Fastly or Akamai will handle it, probably, but the launcher's own API calls back to Rockstar's auth service won't.
Pre-order launches are distributed systems problems wearing a marketing hat. Rockstar will survive it. Some percentage of customers won't get their confirmation emails for 72 hours and will open chargebacks. The real cost isn't the outage. It's the six engineers who spend Q4 cleaning up the transaction ledger instead of shipping features.
Set a reminder. Watch the Rockstar subreddit when it goes live. It'll be educational.