Six Months Later Gaming
Assassin's Creed Unity. Halo: The Master Chief Collection. Batman: Arkham Knight for PC. These three games have one thing in common. They all shipped with a varying amount of problems come launch day. That one day the marketing machine has been promoting for months, sometimes years, so that as many people as possible know when to buy a product. Years of designing, planning, creating and refining boiled down into a single mark on the calendar. All that pressure and the game has to come out on that day. It can't afford not to.
Whether through running out of time, publisher's pushing forward the release date or any number of other problems that can arise in game development, game's sometimes release unfinished or broken. It's an issue that occurs with shocking regularity and it's a trend that is unfortunately on the increase. People can rant and rave all they want but inevitably they forget about it all together and move on to the next big thing.
Successful or not, two weeks later and it's all a part of history. Nobody's talking about it. Nobody's playing it. Millions of dollars sunk into one day of the calendar year, hoping to be returned and then some, in the space of the general public's attention span. That's a tough gig. And that is the spark that became Six Months Later Gaming.
Six Months Later Gaming (SMLG) was created to track games, both acclaimed and criticised, to see how they held up in the post-launch window of it's lifecycle. We review games six months later to determine if they have improved in any way and to see how the online community has acted in the long run. We cover online player numbers, retail price changes, patches, additional content and more to see if a game is worth investing your time in, whether it's your first time or you're a returning player. It's only fair that a game gets a second chance.
There's much more to it as well as the game industry isn't solely made up of AAA titles. Indie games and their developers make up a growing percentage of the market with it being easier than ever to create and release a game, largely thanks to pioneers such as Braid and Super Meat Boy among many others.
We see ourselves as a possible second wave of promotion for all developers big and small once we've developed a following. We're only small right now but I believe that there are people out there who would like a place to look at all of the accumulated data which will help them build an informed opinion on any given game.
We have other plans as well. Reviews will be our bread and butter but I'd like to see us branch out into regular blog posts and other outside projects. For example I think it would be fascinating to interview a developer in the local area and then follow up with them six months later to see how things are going. That kind of insight I'm sure would be invaluable to some people out there.
This is just the beginning. As a website SMLG will grow and from there who knows? All I know is that we're looking forward to the journey and we hope you'll come along with us.