Open-World Creature Collecting Games

'Pokémon Legends: Arceus' Reinvents the Series' Formula

'Pokémon Legends: Arceus' is an upcoming open-world creature collecting game made by Nintendo and set in the ancient times of the Pokémon world. While Nintendo has been releasing Pokémon games since 1996, most of these games featured the exact same formula where players would choose a starter Pokémon and travel through a linear story until they become the champion.

Pokémon Legends: Arceus, on the other hand, takes a different approach. Most Pokémon spin-off games are focused on one gimmick, such as Pokémon Snap which allows players to take pictures of pokemon. Arceus, though, is a fully-fleshed open-world RPG in the game's universe. The game is set in a pre-developed world where humans have not yet fully tamed the world of Pokémon. Due to this, rather than traveling through cities and urban areas where Pokémon are trained and used by humans, the majority of this game will take place in the wilderness where the creatures are existing in their natural habitat.

Pokémon Legends: Arceus debuts on January 28th, 2022 online on the Nintendo eShop or in-stores at most video game retailers.

Image Credit: Nintendo

Open-world Rpgs
The rise of open-world RPGs presents opportunities for game developers to offer players a more immersive and expansive gameplay experience.
Creature Collecting Games
With the success of Pokémon and other creature collecting games, there is room for innovation in creating new and unique universes and gameplay mechanics.
Non-linear Storytelling
The success of Pokémon Legends: Arceus demonstrates a growing demand for non-linear storytelling, allowing players to create their own narrative and explore open-worlds freely.

Industries Being Reshaped

Video Game Industry
Innovating within the video game industry can capitalize on the trend of open-world RPGs, and non-linear storytelling, as well as the popularity of creature collecting games.
Entertainment Industry
Expanding on creature collecting games can create opportunities within the entertainment industry, including merchandise, animations, and movies.
Education Industry
The popularity of creature collecting games can be capitalized in the education industry by creating educational applications, games, and other forms of content that engage learners while developing their skills.
SCORE
2.8 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, South America, Europe, Asia, Africa
GENERATION
  • Gen Z (primary audience)
  • Gen Alpha (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 55%
Activity 16%
Freshness 12%

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