Babylon’s Fall Survey Asks Players What Changes Would Make a Better Game Experience

Babylon’s Fall was dead on arrival, and Square Enix seems to realize that there’s some sort of issue turning potential players off. Players of the live service title (all ten of them) have been asked to participate in a survey to help improve the game experience.

Will Babylon’s Fall shake its terrible launch?

Unfortunately, the survey is focused on the graphics in Babylon’s Fall. While the visuals are as close to objectively bad as you can get in a video game, they’re far from the worst of its issues. Given the survey topic, it doesn’t look good for the future of the game because it doesn’t seem like Square Enix understands why it’s a flop. The prettiest game ever made won’t sell if it has aggressive microtransactions in a full-price title and boring gameplay.

We don’t have the player count for Babylon’s Fall on PS4 and PS5, but we have the Steam numbers. Less than two weeks after launch, only 102 users are playing. That’s a tenth of the all-time peak on launch day of 1,188 players.

The only good thing that might come from the release of Babylon’s Fall is that PlatinumGames may reevaluate its plans to concentrate on live service titles. Hopefully, Square Enix will also have second thoughts about them after both The Avengers and this title didn’t meet expectations.

Opinion: Square Enix needs to stop trying to make live-service games

Jason writes: I know Square Enix wants to paper chase and get that sweet, sweet microtransaction money from these live service games. After all, almost every large publisher is trying to tap into that revenue stream. However, remasters of Square Enix games from 20 years ago are selling better than Babylon’s Fall. The last thing it made with PlatinumGames was Nier: Automata, and everyone adored that because it wasn’t designed around the concept of raking cash out of people with microtransactions. The irony is Square Enix is losing out on more money with these live service flops than it would have made by releasing high-quality games without monetization past the initial price.

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