
There is something I have been thinking about lately when looking at Holozing, sometimes the best way to build a successful game is to look at what other projects did right, but also at where they made mistakes. Axie Infinity is a perfect example of this. It reached an incredible level of popularity and became one of the faces of Web3 gaming, but its journey also showed how difficult it can be to maintain a healthy game economy over time.
The first thing I would like Holozing to learn is that the game itself has to come first.

Axie became incredibly popular because players could earn money, but this also created a problem because many people were joining mainly for the rewards. When the economy changed and those rewards became less attractive, a lot of players simply stopped playing. For me, this is one of the biggest lessons Holozing can take from Axie.
Earning should be something that makes the experience better, but it should never be the only reason someone wants to play.

Another thing that I find very interesting is the relationship players had with their Axies. These weren't just random NFTs that people kept in their wallets.
Players could breed them, improve them, battle with them and build collections around them. Holozing has a similar opportunity with its creatures, healers and other assets. If these items have real purposes inside the ame, players can develop an actual connection with what they own
I think this is much more important than simply creating rare NFTs and hoping people will speculate on their price
There is also a lesson about keeping things simple. Web3 games can sometimes become confusing very quickly, specially for people who are completely new to blockchain. If someone needs to understand five different tokens, complicated marketplaces and several wallets before they can even enjoy the game, many potential players will probably give up
Holozing has the advantage of being part of Hive, and I think this could help create a much smoother experience if the blockchain elements remain in the background and the gameplay stays at the center of everything.

The Play-to-Earn model is another area where I think Holozing needs to be careful. It sounds amazing when you first hear it: play a game, have fun and earn money. But if everybody is trying to extract value and not enough people are actually spending value inside the ecosystem, things can become unsustainable very quickly.
Axie showed the Web3 industry that rewards need to be balanced with real demand. Holozing should learn from that and build an economy where players have reasons to spend, collect, upgrade and participate, instead of simply farming rewards and selling them.
And then there is the community, which for me might be the most important part of all. Holozing already has people creating art, writing about the lore, discussing creatures and imagining possible mechanics before the complete game is even available.

That's something you can't simply manufacture with a token launch. A community that actually cares about the project can survive bad market conditions and temporary problems.
I don't want Holozing to become another Axie Infinity. I would rather see Holozing learn from Axie's best moments and also from its mistakes.
If the game is fun first, the economy supports the gameplay, the assets have real utility and the community continues to feel involved, Holozing could build something much more sustainable.
Axie showed us that Web3 games can become huge; now I think Holozing has the opportunity to show how they can grow without losing the players who made the ecosystem possible in the first place.



