THE BOXING VIDEOGAME BLUEPRINT / WISHLIST BLOG | OCTOBER 25, 2026
EA Sports and Steel City Interactive: Stop Guessing What Boxing Fans Want. Commission an Independent Survey and Let the Data Speak!
An Open Challenge to EA Sports, Steel City Interactive, Their Publishers, Investors, and the Entire Boxing Videogame Industry
EA Sports, nostalgia is not a development strategy. Steel City Interactive, excuses are not a development strategy either. And neither company should confuse social media engagement with knowing what the entire boxing videogame community wants.
The boxing videogame industry is approaching an important moment. After fifteen years without a new Fight Night installment, EA Sports announced the franchise's return on October 20, 2026. Meanwhile, Steel City Interactive has confirmed that it is developing a sequel to Undisputed using Unreal Engine, following its decision to rebuild its boxing technology.
For boxing fans, that should represent an opportunity for competition, innovation, accountability, and meaningful progress.
However, I have a serious question for both companies.
How do you know what boxing videogame consumers actually want if you have never demonstrated that you have comprehensively surveyed the different audiences you intend to sell your products to?
I am not talking about asking a handful of popular content creators for their opinions. I am not talking about reading comments underneath promotional trailers, collecting feedback from Discord communities, or allowing the loudest social media personalities to define the direction of an entire sports videogame.
I am talking about legitimate, independent, professionally designed consumer research.
Research that represents more than your existing customers.
Research that identifies potential customers you have never reached.
Research that distinguishes between people who want a boxing simulation, people who prefer arcade mechanics, people who want an accessible hybrid experience, and people who simply want an excellent boxing game without knowing which classification best describes their preferences.
Research that produces measurable information rather than assumptions.
And most importantly, research that companies are prepared to act upon, even when the results challenge their preferred development direction.
1. EA Sports: Don't Mistake Nostalgia for Consumer Satisfaction
Let's start with EA.
The return of Fight Night is exciting. I have no problem acknowledging that. Competition in the boxing videogame market is something I have advocated for over the years.
However, EA needs to understand something important.
The people celebrating the return of Fight Night are not necessarily celebrating everything about the previous Fight Night games.
Some are celebrating the brand.
Some remember playing Fight Night with their families and friends.
Others have wanted another boxing videogame from an established publisher with substantial development resources.
And there are people like me who appreciate what Fight Night contributed to the genre while recognizing how far those games remained from representing boxing as a complete sport.
These are different motivations, and EA would be making a mistake by treating them as interchangeable.
An enthusiastic response to a franchise announcement does not automatically establish consumer satisfaction with the gameplay, features, career systems, boxing mechanics, or design philosophy of its previous installments.
What worked in 2011 may not satisfy consumers in 2027, 2028, or whenever the next Fight Night arrives.
Technology has advanced. Consumer expectations have evolved. Game development tools offer possibilities that were considerably more difficult fifteen years ago.
And some longtime boxing fans are no longer interested in accepting the limitations of previous generations simply because they have fond memories of a particular franchise.
EA, you should be surveying consumers about the boxing game they want tomorrow, not assuming they want the boxing game they remember yesterday.
Ask them which features from Fight Night should return.
Ask them which features should be redesigned.
Ask them which mechanics never represented boxing properly.
Ask them which boxing systems they have wanted for decades but have never received.
And ask them something your marketing department cannot answer with nostalgia:
What would convince someone who has never purchased a Fight Night game to become a customer?
That question could be just as commercially important as asking longtime fans what they remember enjoying.
2. Steel City Interactive: You No Longer Have the Luxury of Being the Only Major Option
Now let's talk about Steel City Interactive.
SCI entered the boxing videogame market with an extraordinary opportunity.
When the original eSports Boxing Club concept began attracting attention, consumers saw the possibility of a boxing game that could address limitations of earlier titles.
The expectations were considerable.
An independent developer was challenging an established genre with ambitious ideas about boxing representation.
Yet throughout the development and evolution of Undisputed, portions of the community expressed frustration over gameplay decisions, missing mechanics, changes in direction, and features they believed were essential.
SCI has acknowledged that the first game failed to meet some of its own quality expectations. In its official statement announcing the sequel, the studio explained that rebuilding on a different engine was necessary to achieve its ambitions.
That's an important admission.
But rebuilding the technology does not automatically resolve disagreements about the underlying design philosophy.
A new engine will not independently determine whether consumers want deeper clinching, more comprehensive inside fighting, better boxer individuality, realistic fatigue, or greater career-mode depth.
A new engine cannot decide whether simulation-oriented consumers should receive their own gameplay rules rather than being required to accept compromises made for competitive online play.
Those are product decisions, and they require reliable consumer evidence.
SCI must also recognize that the competitive landscape is changing.
You cannot plan your future as though dissatisfied consumers have nowhere else to go.
EA's announcement does not establish that Fight Night will be superior to Undisputed's sequel. No publicly demonstrated gameplay comparison supports such a conclusion yet.
However, EA's return creates the prospect of another major alternative.
And alternatives change consumer expectations.
SCI needs more than statements about passion, ambition, experience, and technological improvements.
It needs a clearly defined product strategy supported by evidence of what its existing customers appreciate, what dissatisfied customers want changed, and what noncustomers need before considering a purchase.
Here is the question I would ask SCI's leadership:
If consumers explain through independently gathered data that your preferred design direction does not align with their priorities, are you willing to change that direction?
Because listening to consumers cannot mean listening only when they agree with you.
3. Stop Allowing Content Creators to Become Substitutes for Consumer Research
Let me make something clear.
Content creators have a legitimate place in the gaming ecosystem. Some understand boxing mechanics, development limitations, competitive gameplay, and consumer expectations exceptionally well.
Others specialize in entertainment, promotion, or particular gameplay styles.
There is nothing inherently wrong with either role.
The problem begins when companies mistake visibility for representation.
A content creator with 100,000 subscribers does not automatically understand the preferences of 100,000 individual consumers.
A popular streamer might build an audience around online ranked matches while having comparatively little experience with offline boxing simulations, historical boxing, management systems, or complex career modes.
A creator's audience can also be self-selecting. People who disagree with that creator's preferences may never subscribe in the first place.
That makes these communities useful feedback sources, but not necessarily representative samples.
Companies should hear from content creators. They should also hear from people who never watch gaming streams, never participate in Discord discussions, and rarely comment on social media.
Some of those people have followed professional boxing for forty or fifty years.
Some are former amateur or professional boxers.
Some are trainers, historians, officials, or boxing enthusiasts who could provide valuable insights into the sport's mechanics and culture.
Others are casual consumers who may be interested in boxing but have never found a videogame that appeals to them.
A person does not need followers, subscribers, or a sponsorship relationship to have valuable insight into a product they might purchase.
This is precisely why the next major boxing videogames need independent research.
4. My Challenge: Commission a Genuine Third-Party Boxing Videogame Consumer Survey
I am calling on EA Sports and Steel City Interactive to commission independent research organizations to study the boxing videogame market before they finalize major design decisions.
Not a publicity poll.
Not a survey written primarily to validate decisions already made.
Not a collection of conveniently selected questions intended to produce favorable headlines.
A serious research program.
The companies should fund the work while allowing qualified researchers to establish defensible sampling procedures, neutral question wording, data-quality standards, and transparent reporting.
The research should include people from several different groups.
Consumer group | What companies need to learn |
|---|---|
Hardcore boxing fans | What level of boxing authenticity would motivate them to purchase? |
Longtime Fight Night players | Which older systems still hold value, and which need replacing? |
Existing Undisputed customers | Which systems satisfy them, and which require significant improvement? |
Former or dissatisfied customers | Why did they disengage or stop playing? |
Offline-focused players | How important are career depth, customization, tournaments, and independent offline functionality? |
Competitive online players | What gameplay systems and rules produce fair, enjoyable competition? |
Casual players | Which features, tutorials, and accessibility options would encourage participation? |
Boxing professionals and historians | What technical, historical, and cultural inaccuracies should development teams address? |
Potential new consumers | What would make them purchase their first boxing videogame? |
These groups are not mutually exclusive. A player might be both a hardcore boxing fan and a competitive online player.
That distinction matters because the goal should not be to force consumers into simplistic categories. It should be to discover their actual preferences.
For statistical credibility, companies should recruit participants beyond voluntary social media responses, disclose sampling limitations, and avoid pretending that a self-selected poll represents every potential buyer.
A worldwide study should also examine differences between regions, age groups, platforms, boxing knowledge, and purchasing habits.
This could reveal commercially important opportunities that conventional feedback channels overlook.
5. Here Are the Questions I Want EA and SCI to Ask
A properly designed survey should go far beyond asking whether someone enjoys boxing videogames.
It should investigate specific tradeoffs, distinguish essential features from optional enhancements, and measure what consumers genuinely prioritize when resources are limited.
Consider these research areas.
A. Gameplay identity and realism
Do consumers prefer simulation, hybrid, arcade, or multiple selectable gameplay systems?
Should simulation be the default experience?
How important are authentic footwork, boxer balance, punch mechanics, clinching, and inside fighting?
Should individual boxers have distinct tendencies, attributes, defensive habits, and technical limitations?
Would consumers prefer adjustable gameplay settings over a universal competitive balance model?
B. Offline content and career depth
Should full offline functionality be available without an ongoing internet connection?
How important are historical career modes, amateur boxing, tournaments, fictional boxing universes, and promotion management?
Would players use CPU-versus-CPU boxing matches and broadcast presentation systems?
Should consumers be able to create their own governing organizations, boxing belts, venues, promoters, and career structures?
How much long-term gameplay value do consumers assign to dynamic rivalries, rankings, injuries, contracts, and evolving boxing careers?
C. Creation Suite and customization
Would consumers value an extensive Creation Suite beyond creating individual boxers?
Should multiple historically accurate versions of the same boxer be available?
How important are custom styles, signature punches, personalized defensive systems, and shareable content?
Should offline players be able to build and maintain entire fictional boxing ecosystems?
D. Competitive gameplay and accessibility
Should competitive online modes have separately configured gameplay rules?
Do competitive players actually want the same pacing, stamina, and damage modeling as offline simulation players?
Would a comprehensive training academy help casual players learn more realistic boxing mechanics?
Could selectable gameplay experiences accommodate different audiences without weakening the integrity of the simulation?
E. Business models and consumer ownership
Do consumers want a traditional premium release, ongoing live-service features, or some combination?
Should optional cosmetics, downloadable content, and seasonal updates be permitted without interfering with core gameplay?
Would mandatory online authentication discourage purchasing?
How important is long-term offline access if official online services eventually close?
Which proposed monetization practices would actually cause consumers to refuse a purchase?
These are only starting points.
The survey should also include open-ended questions allowing respondents to raise concerns the developers never anticipated.
Most importantly, respondents should be required to rank their priorities under realistic development constraints.
It is easy to say every feature matters.
It is much more informative to discover what consumers would preserve if only five major systems could receive substantial development investment.
6. Stop Pretending All Boxing Fans Want the Same Game
Here is where I believe both companies need to be especially careful.
When I say developers should create a boxing videogame for all fans, I am not suggesting that every consumer wants exactly the same experience.
That would be unrealistic.
Some people want a hardcore boxing simulation.
Some want an accessible arcade-style game.
Some enjoy the middle ground.
Some are primarily interested in online competition.
Others want to immerse themselves in decades of fictional or historical boxing, creating boxers, running tournaments, building careers, managing organizations, and watching their boxing worlds evolve.
These audiences should not automatically be in conflict with one another.
The mistake is assuming that satisfying one group requires forcing everyone else to accept the same gameplay experience.
Perhaps independent research would demonstrate demand for distinct Simulation, Hybrid, and Arcade gameplay configurations.
Perhaps it would demonstrate that consumers place greater value on offline career depth than developers previously assumed.
Perhaps it would reveal that competitive online players and simulation players agree on more mechanics than expected.
And perhaps it would uncover demands neither company has seriously considered.
We cannot know those things without asking meaningful questions and examining the answers.
A survey should not guarantee every requested feature. Developers must still consider implementation cost, technical feasibility, licensing restrictions, usability, and long-term support.
But it should provide evidence for deciding which compromises make sense and which could alienate potential customers.
You cannot satisfy every preference, but you can stop designing as though important segments of your market do not exist.
7. An Independent Survey Could Save Both Companies Money
There is a business case here that publishers and investors should appreciate.
A major boxing videogame requires investment in engineering, animation, licensing, art, artificial intelligence, quality assurance, presentation, and long-term support.
Every significant design decision consumes resources.
Imagine investing heavily in a competitive gameplay system only to discover late in development that a substantial portion of your potential customers prioritize a more sophisticated offline boxing experience.
Or spending significant money on a recognizable roster while overlooking gameplay mechanics that influence whether consumers remain engaged.
Or designing extensive online progression features without understanding how many potential buyers regard mandatory connectivity as a dealbreaker.
Those are avoidable product-planning risks.
Independent research can help companies identify them before they become expensive problems.
It can also strengthen the business case presented to investors.
Rather than relying entirely on franchise recognition, trailer engagement, or projected enthusiasm, publishers could present evidence of consumer priorities, purchase intent, and underserved market segments.
Of course, stated purchase intent is not the same as actual sales. Survey findings should be tested against gameplay prototypes, pricing experiments, and real consumer behavior.
But disciplined research gives decision-makers more information than speculation alone.
The cost of properly understanding your customers should be treated as an investment in product development, not an unnecessary marketing expense.
8. Release the Findings and Let Consumers Hold You Accountable
Here is another challenge.
If EA and SCI believe consumers should trust their development processes, they should be willing to demonstrate how community feedback influences those processes.
I am not suggesting either company should publicly disclose trade secrets, confidential licensing agreements, source code, or proprietary financial projections.
But there should be transparency.
A credible research program could include:
Independent administration: A research organization with methodological control and disclosed funding.
Public methodology: How participants were recruited, how questions were constructed, and which limitations apply.
Published findings: Aggregated results for major consumer priorities and meaningful audience differences.
Development responses: Explanations of which requests are accepted, under consideration, technically difficult, or outside the current scope.
Follow-up testing: Opportunities for a diverse cross-section of consumers to evaluate gameplay prototypes and provide structured feedback.
Companies should publish results that challenge their assumptions, not just favorable findings.
They should also explain when something is not feasible.
I would rather see a company give a detailed, technically grounded explanation for declining a requested feature than watch it repeatedly promise an experience it cannot realistically deliver.
Transparency does not mean consumers make every development decision.
It means consumers can understand why those decisions were made.
9. If You Disagree With My Boxing Videogame Blueprint, Prove It With Research
For years, I have advocated for a considerably deeper representation of boxing.
My Boxing Videogame Blueprint/Wishlist Blog examines gameplay mechanics, boxer individuality, artificial intelligence, realistic career structures, extensive creation systems, historical representation, refereeing, judging, and numerous other areas that I believe boxing videogames have not adequately explored.
However, I am not asking EA Sports or SCI to take my word for anything simply because I have boxing experience, have trained people, have worked with gaming communities, or have spent years documenting what I believe this genre can become.
I am asking them to test these ideas.
Put the questions in front of actual consumers.
Ask how much they value comprehensive boxer tendencies.
Ask whether they want hundreds of adjustable characteristics that distinguish boxers.
Ask about authentic clinching, inside fighting, footwork, fatigue, defensive reactions, and boxer-specific technical weaknesses.
Ask whether people want to build their own boxing universes rather than simply select a licensed boxer and begin a match.
Ask how many consumers might purchase a boxing videogame for the first time if it offered the depth of a sports management simulation combined with an authentic boxing experience.
And ask what people would sacrifice to make those features possible.
If the research demonstrates that my assumptions are wrong, show me the evidence. If the findings support those ideas, then developers should take them seriously.
That is how productive disagreement should work.
Not through personalities.
Not through popularity contests.
Not through dismissing experienced boxing fans as people who supposedly do not understand game development.
And not through assuming every technically ambitious idea is automatically impossible.
Through research, prototypes, testing, feasibility assessments, and evidence.
10. EA and SCI Have Two Very Different Problems, but They Need the Same Solution
EA must prove that its return to boxing represents more than an attempt to capitalize on a recognizable name.
SCI must prove that its next game represents a meaningful response to the shortcomings and criticisms associated with its first release.
EA has a legacy to live up to.
SCI has consumer trust to strengthen.
Both companies have an opportunity to expand the market rather than simply fight over the same existing audience.
And both should recognize an uncomfortable possibility.
The largest untapped market for boxing videogames might include people neither company has seriously studied.
There are boxing enthusiasts who have never considered videogames accurate enough to represent the sport they love.
There are older sports gamers who might be attracted by realistic boxing management, historical recreation, or deeply customizable career simulations.
There are casual consumers who could become dedicated boxing fans through accessible education and authentic gameplay.
And there are longtime videogame players who want substantially more depth than earlier generations offered.
That is why a comprehensive survey must reach beyond the existing communities surrounding Fight Night and Undisputed.
You do not discover new customers by exclusively questioning the people who already follow you.
11. My Direct Questions to EA Sports and Steel City Interactive
Before either company asks consumers to invest their money, I believe its leadership should be prepared to answer the following questions publicly.
Question | Why the answer matters |
|---|---|
Have you commissioned independent research into the broader boxing videogame market? | Establishes whether decisions are informed by research beyond existing fan communities |
How are you representing offline-only and simulation-focused consumers? | Identifies whether important audience groups are underrepresented |
Have you surveyed people who stopped buying boxing videogames? | Reveals reasons for consumer disengagement |
How are you distinguishing creator feedback from broader market demand? | Reduces the risk of mistaking visibility for representative opinion |
Are you testing separate gameplay configurations? | Examines ways to support different preferences without forcing uniform mechanics |
Will consumers have access to meaningful research findings? | Creates transparency and accountability |
Which decisions are still open to meaningful consumer influence? | Establishes whether consultation can actually change the product |
These questions are not unreasonable.
They are exactly the kinds of questions that should matter when substantial financial resources and a genre's future are at stake.
12. The Final Challenge: Stop Telling Us What We Should Want. Start Finding Out What We Actually Want.
EA Sports, welcome back to boxing.
But remember this.
Fifteen years of nostalgia might get consumers to pay attention. It will not automatically earn fifteen years of future loyalty.
You are returning to an industry in which consumers have more expectations, more ways to express dissatisfaction, and the prospect of competing products.
The Fight Night name is valuable, but the name itself cannot replace innovation.
And Steel City Interactive, the original opportunity you enjoyed is changing.
You have another chance to demonstrate what your team can accomplish.
But consumers should not be expected to accept explanations about your first game's limitations as substitutes for meaningful improvements in your second.
A new engine is an opportunity. It is not proof of a better boxing game.
Both companies need to stop treating consumer expectations as something that can be accurately measured through hype, online arguments, selected influencers, or assumptions about what sells.
If you genuinely believe you understand the boxing videogame market, independently validate that understanding.
If you believe a particular gameplay direction is what most consumers want, measure it.
If you believe certain features are unnecessary, investigate how many potential customers disagree and why.
And if you discover a substantial underserved audience, determine whether meeting its needs makes technical and commercial sense.
Neither company has to build my personal dream boxing videogame.
Neither company has to satisfy every request from every consumer.
But both companies should be able to demonstrate that they made a serious, evidence-based effort to understand the people they expect to support their products.
My proposal is simple.
EA Sports and Steel City Interactive should each commission an independent, comprehensive boxing videogame consumer study and publicly explain how its findings will inform development.
Do it before the most consequential design decisions become too expensive to reverse.
Bring in qualified boxing people, sports gamers, competitive players, casual consumers, hardcore simulation enthusiasts, offline world-builders, and people who have never purchased a boxing videogame.
Give them meaningful questions.
Give them meaningful choices.
And give their answers meaningful consideration.
Stop telling us what is supposedly fun.
Stop telling us what cannot work without demonstrating why.
Stop assuming a successful marketing campaign validates the entire product.
And stop treating the boxing videogame community as though it speaks with one voice.
You do not need to guess what the community wants when you have the means to investigate it properly.
EA, don't rely on nostalgia.
SCI, no more excuses.
You are no longer planning for a market in which one modern boxing franchise can assume it will face no major competition.
The next great boxing videogame should not be determined by which company generates the loudest applause before release. It should be determined by which company best understands boxing, respects its consumers, executes its vision, and delivers a product worthy of their money.
And that process should begin with a question neither company should be afraid to ask:
"What Do Boxing Fans Actually Want, and Are We Prepared to Listen to the Answers?"
Poe Speaks… | #BringBackESBC
A final message to the community: Do not let anyone tell you that asking for a better boxing videogame makes you unreasonable. But be prepared to support your expectations with constructive explanations, comparisons, and evidence. The goal is not to make developers surrender creative control. It is to make sure they understand the consumers whose support they are asking for.
The Boxing Videogame Blueprint/Wishlist Blog
Poe | Independent Boxing Simulation Game Design Consultant & Systems Architect




