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The Things I Really hope to experience in Holozing soon

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quite a bit of time I have imagining what Holozing could become, but there is another side of the conversation that I find even more exciting.

Instead of asking what the game could theoretically contain, I started thinking about what I would personally love to experience once the world is finally complete.

Some of these things are ambitious. Others are surprisingly simple.

I want the world to feel alive

The first thing I hope to see is a world that feels like it continues moving even when I'm not there.


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I want NPCs to have routines, creatures to wander around naturally and different areas to feel like actual places rather than simple levels.

If I return to a village after several hours of exploring, I want something to have changed.

Maybe an NPC has moved somewhere else. Maybe a new creature has appeared nearby. Maybe players have discovered something that wasn't there before.


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Those tiny details can make an MMO feel much more memorable.

I want to discover things without a giant map telling me everything

Modern games sometimes make exploration too easy.

You open the map and suddenly there are icons everywhere telling you exactly where every treasure, enemy, quest and secret can be found.

I'd love Holozing to leave some mysteries unexplained.


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Give me a strange cave with no quest marker.

Let me discover an unusual creature because I happened to walk into the forest at the right time.

Let players share discoveries with each other instead of having the game immediately reveal everything.

I want creatures to have personality

The creatures are obiously one of the most important parts of Holozing, but I hope they eventually feel like more than statistics on a screen.

I want them to have recognizable personalities and behaviors.

Maybe one creature becomes attached to its owner. Another refuses to enter a certain area. A different one becomes more aggressive when fighting alongside specific companions.

Little interactions like these could make players become emotionally attached to their teams.


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And honestly, I think that's much more interesting than simply chasing the creature with the highest numbers.

I want meaningful adventures with other players

I'm also hoping Holozing gives us reasons to actually interact with other people.

Not just trading or standing next to each other in a city.

I want group expeditions, difficult dungeons, world events and creatures that genuinely require cooperation.

Imagine discovering a massive creature in the wilderness and realizing that your team isn't strong enough to defeat it alone.

You send a message to your guild.


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A few players arrive.

Suddenly, an ordinary evening becomes an adventure that everyone remembers.

I want progression to feel personal

One thing I hope Holozing avoids is making every player feel exactly the same.

I want people to develop their own identity inside the world.

One player could become an expert explorer. Another could focus on collecting creatures, while someone else becomes known for crafting, trading or PvP.

There should be multiple ways to become important.


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Your character should eventually tell a story simply through the things you've accomplished.

I want reasons to come back years later

This might be the hardest thing to achieve

An MMO can be fun at launch and still disappear from your life a few months later.

I'd love Holozing to create a world that keeps expanding instead

New regions, new creatures, seasonal events, mysterious locations and new stories could gradually make the world bigger


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Imagine returning after a year and realizing that an entire new part of the map has appeared

That's the kind of long-term relationship I want with an MMO

And I want some genuine surprises

More than anythig, I hope Holozing doesn't explain everything before we get to experience it

I want developers to occasionally surprise us.

A strange event that nobody expected. A hidden creature. A completely new mechanic. An area that suddenly becomes accessible.


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The best moments in games are sometimes the ones you weren't prepared for.

The original article was already focused on the kinds of experiences and gameplay elements that could make Holozing special, and I think that idea becomes even more interesting when we imagine the finished game rather than just its individual systems.

Maybe Holozing won't include every one of these ideas.

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