There is a lot that Holozing can learn from Axie Infinity. The two projects are not identical, but both are built around creatures, player ownership, blockchain technology and an economy where digital assets can have real value.
That makes Axie Infinity an interesting example not only of what can work in Web3 gaming, but also of what can go wrong.
If Holozing wants to build a sustainable MMO, there are several mistakes from the Axie era that it should avoid.
Don't Make Earning More Important Than Playing
Perhaps the biggest lesson is that a game cannot depend entirely on the promise of making money.
Axie Infinity became famous because players could earn tokens simply by playing. During its explosive growth, this attracted enormous numbers of users, particularly in countries such as the Philippines. At one point, players were reportedly earning hundreds of dollars per month.
The problem was that the economic model became increasingly dependent on new players entering the ecosystem. As more players generated SLP, the supply increased and its value eventually collapsed.
Holozing should avoid making $ZING rewards the main reason people play.
The game should be fun even if the token price goes down.
That means exploration, combat, collecting creatures, professions, crafting, PvP and the MMO world itself need to be valuable experiences independently from financial speculation.
Don't Create an Economy That Requires Constant Growth
If players can continuously generate assets without enough reasons to consume, destroy or spend them, the economy can eventually become saturated.
This is especially important for an MMO because players may remain active for years.
Holozing already has several potential sinks for $ZING, including crafting, upgrades, consumables and other activities. The challenge will be balancing these systems so that rewards and spending remain sustainable over the long term. The official Holozing vision specifically emphasizes ownership, trading, crafting and multiple uses for the ecosystem's assets.
The goal should not be to make players constantly earn more.
The goal should be to create an economy where players want to spend what they earn.
Axie also demonstrated the danger of allowing speculation to become the main attraction.
When NFTs become more important than the actual game, players can start treating the game like an investment platform rather than entertainment
Holozing has an opportunity to approach this differently.
Its creatures and items can have real ownership, and the recently launched marketplace allows players to trade creatures and items for Hive and HBD directly on Layer 1
The MMO is still developing, and recent progress already shows multiplayer, exploration, combat, different zones and professions becoming part of the larger vision.
If Holozing can avoid the mistakes of the previous generation of Web3 games while keeping the best ideas ownership, player economies and meaningful digital assets it could build something much more durable.
The objective shouldn't be to create the next Axie Infinity.
It should be to create the game that Axie Infinity showed the industry was possible, but never fully managed to become.