A few days ago, something happened that I never expected: one of my coworkers found out that I create content on Hive and started asking me what things were like around here. I was completely honest with him it’s tough, but it’s doable if you stay consistent and right in the middle of our chat, the topic of Holozing came up..
The thing is, he was extremely interested in discussing the game's development what it would be like, and above all, its gameplay. He has a real passion for this kind of stuff and had always wanted to create a video game himself; so, we got talking, and I realized a few things.
I always say that gameplay is crucial, but even more important is knowing how to distinguish that gameplay from other titles already on the market especially well-known ones like Pokémon.
To be honest, making a Pokémon-style RPG today isn't just a matter of copying and pasting the formula. That approach is played out. If you want it to truly succeed, you have to give it a distinct twist. And here’s the idea: a game where the creatures matter... but where the real weight lies with the trainer.
It’s a concept that would fit perfectly into a project like Holozing but grounded in reality and designed to be genuinely playable, not just pretty to look at.
Imagine an open world that doesn't feel empty. Not just a linear "Route 1, Route 2" progression, but zones with real personality: forests where the creatures you encounter change depending on the time of day; cities that serve as hubs for PvP battles and trading; academies where you can upgrade your character;
and dangerous zones you can venture into if you’re after high-quality loot provided you’re willing to accept the real risk involved.
Here, it’s not just about fighting; you also get to decide what kind of player you want to be (which is pretty cool, if you ask me).
Now, for the real game-changer: the trainer. Instead of just being a static avatar barking orders, your trainer actually has their own stats attributes like Strategy, Bond with your creatures, Discipline, and Style. And these stats directly influence the battles.
In other words, two different players using the exact same creature can end up with completely different results. Victory no longer goes solely to the person with the "overpowered monster"; it goes to the person who knows how to use it best.
Combat is still turn-based, but it requires a lot more strategic thinking. No mindless attack-spamming here. You’ve got cooldowns, weightier decisions, and the possibility for the Trainer to intervene. For instance, you can alter the turn order, boost an ability, or preempt your opponent. It feels as though you, too, are actively participating in the battle not just watching from the sidelines.
And pay close attention to this: synergy. It’s not just about elemental types like Fire or Water. Roles, combinations, and builds all come into play here. You can field Tank, Support, or Aggressive creatures, but what truly matters is how they interact with one another and with you, the Trainer. If you assemble a fast-paced, aggressive team, your gameplay experience will be entirely different from that of a defensive player.
The capture mechanic gets a bit of a twist, too. No more just tossing a ball and crossing your fingers. Here, you have to play smarter: whittle down the target, utilize specific abilities, and time your moves just right. You could even incorporate a minor timing based or decision making mechanic to make the act of capturing feel more engaging and active.
Furthermore, each creature evolves and acquires new skills based on how you utilize it—not merely by leveling up.
Now for the most crucial element: Trainers are the heart of the game. Instead of traditional Gyms, you have leagues, rankings, and a reputation system. You can climb the ranks as a competitive player, or make a name for yourself through exploration or trading. The core concept is that your progression shouldn't hinge solely on your creatures, but rather on your own actions and contributions within the game world.
If you also want to integrate this with a platform like Hive, it could certainly make sense... though you have to tread carefully here. If you let it devolve into a "pay-to-win" model, you’ll kill the game. The economy must serve to support the gameplay—not replace it entirely.