Friday, October 2, 2026

You Cannot Say You Shouldn't Have Listened to the Community While Asking the Community to Keep Talking



You Cannot Say You Shouldn't Have Listened to the Community While Asking the Community to Keep Talking

Something about the way game companies talk to their communities has bothered me for years, and SCI's recent messaging around Undisputed and its next boxing game brings that issue right back to the surface.

You cannot keep telling players:

“We're listening.”

“Keep sending us your suggestions.”

“Your feedback matters.”

“Players are at the center of everything we do.”

And then turn around and say that one of your mistakes was listening too much to the community and that you should have stuck with your original ideas.

Those are two very different messages being delivered at the same time.

Make it make sense.

From my experience working with developers, game companies, community teams, moderators, and people involved in videogame development, I learned something a long time ago:

Companies usually are not sitting around waiting for the community to design their videogame.

Developers already have ideas.

They already have design documents.

They already have meetings.

They already have features under consideration.

They already have systems being prototyped.

They already have priorities.

They already have roadmaps.

They already have opinions about what the game should become.

So when companies tell thousands of players to “send us your ideas,” people need to understand what may actually be happening.

A lot of the time, those suggestions are not being treated as instructions.

They are being used as validation.

The development team may be looking to see whether community feedback matches something the team already believes, already wants, or already has under consideration.

That is not necessarily wrong.

What I have a problem with is making the community believe something different is happening.

Collecting Ideas Is Not the Same as Using Ideas

Suppose developers already plan to improve footwork.

Then thousands of players start posting:

“We need better footwork.”

Later, the company announces improved footwork and says:

“We heard you.”

Technically, they did hear the community.

But there is another question:

Did community feedback actually cause that system to be developed, or did the feedback simply confirm something the developers were already planning?

Those are not the same thing.

If the company already had the system planned, just say it.

“We already had improvements to footwork under development, and your feedback confirmed how important this area is to players.”

I would respect that answer.

What bothers me is when marketing language creates an impression that players have substantially more influence over development than they actually have.

That is where I believe these messages can become deceptive.

Two Opposite Messages at the Same Time

This is where SCI's messaging raises questions for me.

On one side, players are encouraged to continue submitting feedback, suggestions, wishes, concerns, and ideas.

On the other side, Ash Habib has publicly discussed believing SCI should have stuck to its guns more instead of reacting so much to sections of the community.

Fine.

Then define the relationship.

Are players helping design the game?

Are they validating designs?

Are they identifying problems?

Are they helping prioritize existing systems?

Are they being used primarily for usability testing?

Are they helping developers find exploits?

Can community feedback actually change the fundamental design direction?

Or does community feedback matter primarily when it agrees with what the development team already wants?

Those are important questions.

Because “we're listening” can mean almost anything.

Listening Is Not the Same as Letting Players Control Development

I want to make another distinction clear.

A developer should not blindly implement whatever gets the most likes on Discord.

That would be terrible game development.

The loudest group should not automatically determine what happens to a videogame.

Listening does not mean obeying.

Feedback is information.

Suggestions are information.

Complaints are information.

Telemetry is information.

None of those should automatically become design orders.

The developers still need to understand boxing, understand game development, research the issue, test possible solutions, evaluate technical consequences, and make decisions.

But that is precisely why SCI saying it listened too much raises another question.

Was the problem really listening to players, or was the problem how SCI interpreted and implemented the information it received?

Those are completely different problems.

If you listen to the wrong people, that is a research problem.

If you change something too quickly, that is a design problem.

If you respond to whoever complains the loudest, that is a community-management problem.

If you cannot distinguish an exploit from an authentic boxer characteristic, that is a systems-design problem.

If one group complains, you change something, another group complains, and you reverse direction, that is not proof that listening to the community is bad.

It may be evidence that your feedback methodology was bad.

Stop Calling a Small Group “The Community”

This is one of my biggest concerns going into the next Undisputed.

Who exactly represents “the community”?

Discord?

Reddit?

YouTube content creators?

Steam?

Competitive players?

People invited to the studio?

Community testers?

People personally selected by developers?

People with direct contact with SCI?

Because none of those groups individually represents everybody who might buy a boxing videogame.

Where are the offline players?

Where are the Career Mode players?

Where are the simulation players?

Where are the casual boxing fans?

Where are the hardcore boxing historians?

Where are the people who purchased Undisputed and stopped playing?

Where are the people who followed ESBC for years but decided not to buy Undisputed?

Where are the Fight Night players who want another boxing game but did not like what Undisputed became?

Where are the players interested in creation tools, CPU-vs-CPU, Universe-style systems, promotions, trainers, amateur boxing, historical eras, and deeper simulation systems?

If SCI selects a small group of people and asks what they think, SCI has learned what that group thinks.

That is not automatically what “the boxing videogame community” thinks.

This Is Why I Keep Talking About an Independent Third-Party Survey

I have been saying this for a reason.

If SCI genuinely wants to understand the market, conduct a large independent survey.

And don't only survey the people already hanging around the official Discord.

Find different categories of players.

Survey people who love Undisputed.

Survey people who dislike it.

Survey people who stopped playing.

Survey people who never purchased it.

Survey offline players.

Survey ranked players.

Survey competitive players.

Survey simulation players.

Survey casual boxing fans.

Survey hardcore boxing fans.

Survey Career Mode players.

Survey creation-focused players.

Survey people who played Knockout Kings.

Survey Fight Night players.

Survey people who want boxing games but don't currently believe there is one worth buying.

Then publish the methodology.

Tell us how respondents were recruited.

Tell us how many people participated.

Break the responses into player types.

Show disagreements.

That part is extremely important.

Don't hide disagreement.

Maybe competitive players want one thing and simulation players overwhelmingly want another.

Good.

Now you learned something.

Maybe offline players overwhelmingly want deeper stamina consequences while ranked players want more standardized competitive balancing.

Good.

Now design accordingly.

Maybe the answer isn't forcing one system on everybody.

Maybe the answer is providing different rulesets.

Simulation, Hybrid, Arcade, and Competitive Do Not Have to Be the Same Game

This is something I have argued for repeatedly.

A lot of these conflicts disappear when developers stop pretending every player needs exactly the same experience.

You can have a Simulation foundation.

Then offer optional Hybrid settings.

Offer Arcade accommodations.

Offer Competitive parameters where necessary.

Online and offline modes do not have to use identical balancing.

Career Mode doesn't have to be damaged because something is considered problematic in ranked multiplayer.

CPU-vs-CPU doesn't have to operate under the same restrictions as esports.

A boxer does not have to lose his identity because competitive players find one of his authentic advantages difficult to deal with.

Give players options.

That solves far more problems than constantly redesigning the entire game around whichever group is complaining at the moment.

The Wilder Situation Is a Perfect Example

Take Deontay Wilder.

Wilder is supposed to be dangerous.

His punching power is part of his identity.

If there was an exploit involving his power punches, then fix the exploit.

Fix the tracking.

Fix stamina expenditure.

Fix recovery frames.

Fix vulnerability.

Fix animation behavior.

Fix defensive interactions.

Fix networking issues if networking contributes to it.

But don't automatically conclude:

“Wilder is too powerful.”

There is a difference between:

Wilder having exceptional punching power

and

the videogame allowing an unrealistic exploit involving Wilder's punching power.

Those are two entirely different design problems.

This is exactly why developers need boxing people, proper systems designers, telemetry, community feedback, film study, historians, trainers, boxers, referees, judges, and independent research.

You investigate.

You don't simply react.

Community Data Can Become Marketing Noise

This is another thing people need to understand.

Companies can collect tremendous amounts of “community data.”

Thousands of Discord posts.

Thousands of Reddit comments.

Thousands of Steam discussions.

YouTube comments.

Support tickets.

Social media engagement.

Telemetry.

Creator feedback.

Testing sessions.

That sounds impressive.

But quantity does not automatically mean representation.

You can have 20,000 comments generated by a relatively small group of extremely active players.

Meanwhile, hundreds of thousands of quieter consumers might never post anything.

This creates self-selection bias.

The people most motivated to speak are the people being heard.

And then the company can say:

“We've collected thousands of pieces of feedback.”

Okay.

From whom?

That is the important question.

Telemetry Does Not Tell You Everything Either

Developers also collect enormous amounts of behavioral information.

Telemetry might show that people throw a particular punch constantly.

That doesn't necessarily mean players prefer that punch.

Maybe it is overpowered.

Maybe other punches are ineffective.

Maybe the tracking system rewards it.

Maybe stamina doesn't punish it.

Maybe defensive mechanics encourage it.

Maybe the community discovered the most effective strategy and started exploiting it.

Telemetry tells developers:

What players did.

It does not automatically explain:

Why they did it.

And it certainly doesn't tell developers:

What boxing should realistically look like.

That requires interpretation.

Behavior, Preference, and Authenticity Are Three Different Things

This distinction should be fundamental to any boxing videogame.

Behavioral data:
What players actually do.

Preference data:
What players say they want.

Boxing authenticity:
What accurately represents boxing.

Those three things can conflict.

Suppose players say:

“I don't want my boxer getting tired.”

That's preference.

Telemetry shows players throwing 130 punches per round.

That's behavior.

Actual boxing research shows that particular fighter historically doesn't sustain anything close to that output without consequences.

That's authenticity.

What should the developer do?

If the game is supposed to be an authentic boxing simulation, authenticity should matter.

Maybe the answer is not destroying stamina realism.

Maybe the answer is giving players different presets.

That preserves boxing while giving other audiences choices.

Boxer Identity Should Not Be Sacrificed Because Somebody Doesn't Like Fighting Against It

This connects directly with my Tendencies Bible and the boxer-identity systems I have been developing.

Suppose someone complains:

“Mayweather keeps backing away.”

Okay.

The real question shouldn't be:

“Do players enjoy chasing Mayweather?”

The question should be:

“Is Mayweather behaving authentically?”

Ali should move like Ali.

Frazier should pressure like Frazier.

Foreman should manipulate range and physically impose himself in ways consistent with Foreman.

Tyson should close distance differently from Frazier.

Hopkins should disrupt rhythm differently from everybody else.

Wilder should possess frightening fight-ending power.

Boxers should have strengths.

Boxers should have weaknesses.

Real boxing is not competitively “fair” in the videogame sense.

Fighters aren't clones.

They aren't supposed to be.

A player should not be forced to fight exactly like the real boxer, but the boxer's capabilities, tendencies, strengths, weaknesses, traits, physical characteristics, and limitations should remain evident.

That is boxer identity.

If community complaints continuously normalize those differences, eventually every boxer starts becoming the same character wearing a different skin.

That is not authentic boxing.

The Community Should Be Evidence, Not a Design Department

There is a healthier way to do all of this.

Community feedback should function as evidence.

Someone reports:

“The jab isn't controlling distance properly.”

Investigate it.

Someone says:

“Inside fighting doesn't feel right.”

Investigate it.

Someone says:

“Southpaw switching carries no meaningful consequences.”

Investigate it.

Someone says:

“Career Mode becomes repetitive.”

Investigate it.

Someone says:

“This fighter doesn't behave anything like his real-life counterpart.”

Investigate it.

Then developers combine that feedback with:

telemetry,

film study,

boxing expertise,

QA testing,

community testing,

technical analysis,

historical evidence,

and broader market research.

Then make a decision.

That is much better than:

Group complains → patch game → another group complains → patch game again.

Can the Community Ever Prove the Developers Wrong?

This is the question I really want answered.

Companies constantly say they value feedback.

Okay.

Can that feedback actually prove your developers wrong?

Suppose your lead designer believes something is working perfectly.

Then:

telemetry says otherwise,

QA says otherwise,

trainers say otherwise,

boxers say otherwise,

film study says otherwise,

an independent survey says otherwise,

and a large portion of players says otherwise.

Can the studio change direction?

Because if feedback is welcomed only when it confirms an existing internal opinion, then what you have is not really community-driven development.

You have confirmation.

And companies should just say that.

There Is Nothing Wrong With Having Your Own Vision

I actually want developers to have a vision.

I don't want developers blindly designing a boxing game through social-media polls.

That would probably produce an inconsistent mess.

But if Ash Habib wants to return to his original vision, say what that vision is.

Is the next game supposed to be a boxing simulation?

A competitive fighting game?

A hybrid?

An esports product?

A realistic boxing game with optional accessibility?

Tell us.

Then community feedback can be evaluated against that vision.

If the vision is realistic boxing and someone says:

“Make everybody the same speed because it's fairer online,”

the answer can be:

“No. That conflicts with our simulation philosophy.”

Perfect.

At least everybody understands the design philosophy.

But you cannot simultaneously tell people:

“This is your game. Help us build it.”

while also saying:

“Listening to you was one of our mistakes.”

without explaining the difference.

Developers Made the Decisions, Not the Community

This is another part that gets lost whenever studios talk about listening too much.

Players did not write the code.

Players did not approve patches.

Players did not determine the production schedule.

Players did not choose which Discord posts mattered.

Players did not determine which creators received access.

Players did not decide which feedback would be implemented.

Players did not decide how a feature would be changed.

Players didn't decide which systems would be cut.

The developers and company leadership made those decisions.

So if community feedback resulted in bad changes, the lesson should not simply be:

“We listened too much.”

Maybe the real lesson should be:

“We needed a better system for evaluating feedback.”

That is a completely different conclusion.

And frankly, I think it is a much more useful one.

Stop Giving the Community the Illusion of Authority

This is where I think game-industry messaging needs to become much more transparent.

Don't make consumers believe they are development partners if they aren't.

Don't create the impression that people are helping design your game when their primary role is confirming, rejecting, or prioritizing ideas that already exist internally.

There is nothing wrong with telling players:

“We have our own design vision. We use your feedback to identify problems, validate priorities, test assumptions, discover use cases, and occasionally reconsider our direction.”

That is honest.

That is understandable.

That is professional.

What frustrates players is when the messaging changes depending on what is convenient.

When feedback is useful:

“We built this with our community.”

When something goes wrong:

“Maybe we listened to the community too much.”

You cannot have it both ways without explaining exactly what role the community actually plays.

Show Me the Methodology

I don't need another slogan about listening.

Show me how you listen.

Show me who you're listening to.

Show me how participants are selected.

Show me how offline players are represented.

Show me how simulation players are represented.

Show me former players.

Show me dissatisfied customers.

Show me the people who never purchased the game.

Show me hardcore boxing fans.

Show me casual fans.

Show me competitive players.

Show me creators who criticize the game as well as creators who praise it.

Show me where different groups disagree.

Show me the questions.

Show me the sample size.

Show me the methodology.

Show me what feedback changed your mind.

Show me what feedback you rejected and why.

That tells me something.

“We're listening” doesn't.

Don't Give Me Marketing. Give Me Evidence.

This is ultimately where I stand.

I have been around boxing videogames and game communities for decades.

I've worked around developers.

I've dealt with gaming companies.

I've moderated communities.

I've watched how suggestions move through those environments.

That experience taught me not to automatically confuse community engagement with community influence.

They are not the same thing.

Companies can collect ideas without intending to use most of them.

They can collect data primarily to validate internal decisions.

They can use community language as marketing.

They can create the feeling that everybody is participating while a relatively small group is actually influencing the conversation.

That doesn't mean every developer is dishonest.

It means consumers should ask harder questions.

So when SCI says the next game's players will be important to development while its leadership also says the studio should have listened less and stuck closer to its original ideas, I want them to explain exactly what that means.

Because those two ideas can coexist.

A developer can have a strong vision and still listen extensively.

But the process has to be clear.

Tell players:

“We want your feedback, but you are not designing the game.”

Tell them:

“We are gathering suggestions to validate and challenge our assumptions.”

Tell them:

“Some things will change because of feedback. Some will not.”

Tell them:

“Our simulation principles are not determined by popularity contests.”

Tell them:

“When different groups want different things, we will explain which direction we chose and why.”

That I can respect.

But telling consumers that they are central to development while simultaneously blaming excessive community influence for previous decisions creates mixed messaging.

And until SCI explains that contradiction clearly, I am going to continue asking the same question:

Who exactly are you listening to, what influence do they actually have, and how do you know they represent the people you keep calling “the community”?

Because collecting feedback is easy.

Collecting suggestions is easy.

Saying “we're listening” is easy.

Marketing community involvement is easy.

The difficult part is proving that your process is representative, transparent, disciplined, and capable of challenging the developers' own assumptions.

Don't just tell the boxing videogame community you're listening. Show us how.

I also strengthened the distinction between community engagement, validation, actual design influence, telemetry, and independent research, because that makes your criticism much harder to dismiss as simply being against developers having their own vision.

Thursday, October 1, 2026

Motion Capture Is Becoming a Dinosaur for Authentic Boxing Games



Motion Capture Is Becoming a Dinosaur for Authentic Boxing Games

Motion capture can still be useful in a boxing videogame, but companies need to stop treating traditional motion capture as if it is the ultimate solution for creating authentic boxers.

For realistic boxing, that approach is becoming a dinosaur compared with what modern technology can potentially accomplish.

One of the biggest problems begins when developers bring a boxer into a motion-capture studio and ask that boxer to imitate somebody else.

That does not automatically give you the fighter being imitated.

It gives you one boxer’s interpretation of another boxer.

And those are two completely different things.

A Boxer Cannot Simply Become Another Boxer

Boxing styles are built from thousands of little behaviors.

It is not just:

  • how somebody throws a jab

  • how somebody throws a right hand

  • how somebody moves around the ring

It includes posture, balance, rhythm, weight distribution, reaction timing, defensive responsibility, hand positioning, foot placement, hip rotation, shoulder movement, head movement, punch preparation, punch recovery, feints, resets, pivots, exits, entries, range management, nervous habits, fatigue behaviors, pressure responses, and many other details.

A boxer performing another fighter's motion capture may recognize what the fighter does generally, but still perform it differently.

Even a slight difference matters.

A knowledgeable boxing fan may notice:

"That isn't how he threw his hook."

Or:

"He didn't step like that."

Or:

"His hands didn't return to that position."

Or:

"He never moved his head that way after throwing."

Or:

"His rhythm was completely different."

The motion may look like boxing.

It may even look like technically correct boxing.

But that does not mean it looks like that boxer.

That distinction is extremely important.


The Mo-Cap Boxer May Accidentally "Fix" the Fighter

There is another problem that rarely gets discussed.

A boxer doing motion capture might unconsciously correct what they believe is technically wrong.

Suppose a historical fighter dropped his right hand whenever he threw his left hook.

A trained boxer performing the motion might instinctively keep the right hand higher because that is what he was taught.

From a technical coaching standpoint, the performer might be improving the movement.

From a videogame authenticity standpoint, he just made the animation less accurate.

The flaw may have been part of the original fighter's identity.

Maybe opponents exploited it.

Maybe the boxer compensated for it with unusual head movement.

Maybe his speed made the technical mistake difficult to punish.

Maybe he fought that way for twenty years.

You cannot remove those characteristics simply because another boxer considers them technically incorrect.

The objective should not be:

How should this boxer have moved?

The objective should be:

How did this boxer actually move?


Bias Can Affect Motion Capture Too

Boxers are human beings.

They have preferences.

They have styles they respect and styles they dislike.

They have different trainers, philosophies, experiences, rivalries, and technical beliefs.

One boxer might believe a certain stance is fundamentally wrong.

Another might dislike exaggerated lateral movement.

Another might believe pressure fighting is crude.

Another might believe excessive defensive movement wastes energy.

Those beliefs can unconsciously influence performance.

That is one reason a single boxer should never become the definitive authority for reconstructing dozens or hundreds of fighters.

A boxer can provide extremely valuable knowledge.

But that boxer should be one source of information among many.


Historical Fighters Make Traditional Motion Capture Even More Problematic

What happens when the fighter is:

  • retired

  • elderly

  • injured

  • physically compromised

  • suffering from neurological problems

  • unavailable

  • unwilling to participate

  • or deceased?

You obviously cannot ask a prime Joe Louis, Sugar Ray Robinson, Jack Johnson, Archie Moore, Henry Armstrong, Rocky Marciano, Willie Pep, or countless other historical fighters to enter a motion-capture studio.

So what happens?

Traditionally, somebody imitates them.

That immediately introduces interpretation.

Instead of recreating the fighter from evidence, developers are recreating another person's performance of the fighter.

Modern technology gives developers better possibilities than that.


Build the Boxer From Evidence

For historical or unavailable fighters, developers should increasingly think in terms of digital movement reconstruction.

A development team can potentially analyze large collections of footage and extract information about:

  • skeletal positioning

  • stance width

  • torso angle

  • hip orientation

  • shoulder alignment

  • elbow position

  • hand carriage

  • head position

  • center of gravity

  • stride length

  • foot placement

  • acceleration

  • deceleration

  • rotational speed

  • punch trajectories

  • punch recovery paths

  • defensive reactions

  • rhythm

  • cadence

  • distance preferences

  • combination sequencing

  • ring positioning

Instead of saying:

"Imitate Sugar Ray Robinson."

The development process should increasingly become:

"Reconstruct Sugar Ray Robinson."

That is an enormous philosophical difference.


Computer Vision Changes the Equation

Computer vision can analyze existing boxing footage frame by frame.

With enough source material, developers can potentially estimate body landmarks and movement trajectories even when conventional motion-capture markers were never present.

Old footage obviously creates challenges.

Film speed may vary.

Camera angles change.

Some footage is blurry.

Some fighters have limited surviving material.

Objects may obstruct limbs.

But reconstruction technology does not have to work perfectly from a single piece of footage.

Developers can combine evidence across hundreds or thousands of sequences.

One camera angle may reveal the shoulders.

Another reveals the feet.

Another shows the fighter's defensive posture.

Another shows how he pivots after punching.

Over time, the game develops a much richer movement profile.


AI and Machine Learning Can Help Identify Patterns

Artificial intelligence should not mean pressing a button and asking:

"Make Muhammad Ali."

That would be an oversimplification.

AI becomes far more valuable when it helps developers detect repeated patterns across enormous amounts of boxing footage.

For example:

How frequently does a boxer double the jab?

When does he circle clockwise?

When does he drop his lead hand?

How often does he pull straight backward?

What does he do when trapped near the ropes?

How does his movement change after round eight?

What combinations does he prefer against southpaws?

How frequently does he counter the jab?

Which punches cause him to reset his feet?

Does his stance widen when tired?

Does his rear heel rise before certain punches?

Does he pause before attacking?

Those behavioral patterns can become data.

Now boxer authenticity moves beyond canned animation.

It becomes a movement and decision model.


A Boxer Needs a Movement Fingerprint

Every important fighter should have something similar to a digital movement fingerprint.

That fingerprint could contain multiple layers.

Structural Movement Profile

Defines physical movement characteristics:

  • stance geometry

  • posture

  • stride length

  • center of gravity

  • hip rotation

  • shoulder rotation

  • hand positioning

  • head position

  • guard structure

Punch Biomechanics Profile

Defines how that boxer specifically produces punches:

  • punch trajectory

  • acceleration curve

  • hip involvement

  • shoulder involvement

  • weight transfer

  • foot rotation

  • reach utilization

  • extension

  • recoil speed

  • recovery position

Two boxers might both possess excellent jabs while having completely different jab mechanics.

That difference should exist visually and mechanically.

Rhythm Profile

Defines tempo and cadence:

  • steady rhythm

  • broken rhythm

  • explosive bursts

  • pauses

  • feints

  • stop-and-start movement

  • combination cadence

Defensive Movement Profile

Defines defensive behavior:

  • slips

  • pulls

  • ducks

  • rolls

  • catches

  • blocks

  • parries

  • shoulder turns

  • pivots

  • retreats

  • emergency reactions

Transition Profile

This is extremely important.

Many videogames focus on individual animations while transitions look unnatural.

A fighter needs authentic transitions between:

  • movement and punching

  • punching and defense

  • defense and counters

  • combinations and exits

  • slips and punches

  • pivots and combinations

  • clinching and separation

  • hurt states and recovery

Sometimes the transition tells you more about the boxer than the punch itself.


Procedural Animation Should Fill the Gaps

Traditional sports videogames frequently rely heavily on large libraries of predetermined animations.

Modern systems can become far more flexible.

Procedural animation can allow the game engine to modify movement according to:

  • distance

  • punch angle

  • opponent position

  • fatigue

  • balance

  • momentum

  • stance

  • ring location

  • injuries

  • defensive reactions

  • collision

  • foot position

That means the animation does not always have to play exactly the same way.

Consider a jab.

A boxer should not necessarily perform one identical jab animation every time.

The jab might change because:

  • the opponent is farther away

  • the boxer is stepping forward

  • the boxer is retreating

  • the boxer is moving laterally

  • the boxer is reaching

  • the boxer is fatigued

  • the boxer is hurt

  • the boxer is off balance

  • the boxer is countering

  • the boxer is probing

  • the boxer is doubling it

  • the boxer is feinting first

The underlying boxer identity remains intact while procedural systems adapt the movement to the situation.

That is much closer to real boxing.


Physics and Biomechanics Should Influence Animation

Another problem occurs when animation operates independently of physics.

The boxer looks like he threw a powerful punch, but the body mechanics do not support what happened.

A modern boxing engine should understand relationships between:

  • foot position

  • weight transfer

  • torso rotation

  • hip rotation

  • shoulder acceleration

  • arm extension

  • balance

  • contact timing

  • momentum

If the rear foot never properly supports the punch, power should be affected.

If the boxer is leaning too far forward, recovery should change.

If his stance is crossed, movement options should change.

If he misses badly, rotational momentum should influence what happens next.

Now animation is no longer just visual decoration.

Animation becomes connected to the simulation.


Motion Matching Can Improve Natural Movement

Another important technology is motion matching.

Instead of always selecting a predetermined canned animation, motion-matching systems can search large movement databases and identify an appropriate continuation based on the character's current pose, movement, direction, and intended action.

Combined with boxer-specific datasets, this could help boxing movement feel considerably less robotic.

The system could consider:

  • current foot position

  • body orientation

  • momentum

  • target location

  • intended punch

  • defensive state

  • stamina

  • balance

It could then select or synthesize the most appropriate transition.

That is very different from pressing a button and watching the same canned sequence repeatedly.


Physics-Based and Neural Animation Can Go Further

Animation technology increasingly allows characters to respond dynamically instead of merely replaying predetermined clips.

Future boxing games should explore combinations of:

Motion capture + computer vision + biomechanics + procedural animation + machine learning + motion matching + physics-based animation + neural animation.

The important word is combination.

I am not saying motion capture has absolutely no purpose.

I am saying motion capture should stop being treated like the final answer.

It should become one tool within a much larger reconstruction pipeline.


Use the Actual Boxer When Possible

If the boxer is physically capable of performing their movements accurately, absolutely capture them.

That is valuable reference information.

Capture:

  • stance

  • movement

  • punches

  • defensive reactions

  • feints

  • mannerisms

  • ring entrances

  • celebrations

  • shadowboxing

  • training movements

But even then, developers should compare the captured material with actual fight footage.

A retired 55-year-old boxer may perform something differently than he did at 25.

His flexibility may have changed.

Speed may have changed.

Injuries may have changed his mechanics.

Muscle memory may remain, but the physical execution may not be identical.

If the game contains the prime version of that boxer, the objective should be reconstructing the prime boxer, not simply capturing the present-day body.


Boxer Reconstruction Should Be Era Specific

This opens another possibility I have discussed repeatedly.

A boxing videogame should be capable of having multiple versions of fighters.

A boxer at 21 years old may move differently from the same boxer at 33.

That should affect:

  • hand speed

  • foot speed

  • punch selection

  • defensive habits

  • combination frequency

  • reflexes

  • stamina

  • pacing

  • posture

  • aggression

  • clinching

  • ring generalship

Technology can help developers reconstruct those different phases.

Instead of:

Boxer X

you could have:

Young Boxer X

Prime Boxer X

Late-Career Boxer X

Each version could have its own movement dataset and behavioral identity.


Do Not Confuse Correct Technique With Authentic Technique

This is one of the biggest principles developers need to understand.

An authentic boxing game is not a videogame where every boxer performs textbook boxing correctly.

Some great fighters did technically unusual things.

Some broke conventional rules constantly.

Some had awkward balance.

Some carried their hands low.

Some crossed their feet occasionally.

Some leaned too far forward.

Some squared their stance.

Some punched from strange angles.

Some had unusual guards.

Some threw punches trainers would never teach beginners.

Those irregularities are part of boxing history.

If your animation system "corrects" every fighter into perfect textbook form, you are destroying authenticity.


Stop Creating One Skeleton Wearing Different Skins

That is ultimately what many sports games risk becoming.

Different face.

Different trunks.

Different height.

Different ratings.

Slightly different punch animation.

But underneath, everybody feels connected to the same generic athlete.

That is not boxer identity.

I want to be able to remove the HUD, remove the fighter names, use similar camera angles, and still recognize certain fighters because of the way they:

  • stand

  • move

  • react

  • punch

  • defend

  • reset

  • pressure

  • retreat

  • feint

  • pivot

  • exchange

That is what authentic representation should aim for.


Motion Capture Should Become Reference Data, Not Gospel

The better approach is not to throw motion capture away.

The better approach is to change its role.

Traditional approach:

Actor performs movement → animation is cleaned → animation goes into game.

Modern reconstruction approach:

Fight footage + motion capture + computer vision + biomechanics analysis + historical research + boxer consultation + trainer consultation + animation systems + procedural adjustment + physics validation → boxer-specific movement model.

That second approach is considerably more ambitious.

It is also much closer to what I believe a modern realistic boxing videogame should attempt.


Older and Deceased Boxers Should Not Be Generic Imitations

This matters tremendously for boxing history.

A boxer being deceased should not mean:

"Find somebody roughly his size and tell him to imitate the footage."

Technology should increasingly allow developers to reconstruct historical movement instead.

Historical fighters deserve the same attention to identity as modern fighters.

Possibly more.

Because once the surviving film and eyewitness knowledge disappear, the videogame may become one of the places future generations encounter that fighter.

Get it wrong and you are not merely creating a bad animation.

You are misrepresenting boxing history.


Create a Boxer Identity Reconstruction Pipeline

For my Boxing Videogame Blueprint, I would build an entire system around this concept.

I would call it something like:

Boxer Identity Reconstruction System

The pipeline could contain:

1. Source Collection

Fight footage, training footage, photographs, interviews, written accounts, coaching analysis, and historical records.

2. Video Reconstruction

Computer vision extracts body positioning and movement trajectories.

3. Biomechanical Analysis

Developers identify stance geometry, joint behavior, weight transfer, punch mechanics, balance, and movement characteristics.

4. Behavioral Analysis

The system identifies tendencies, combinations, defensive preferences, movement patterns, situational responses, and ring-position behavior.

5. Expert Validation

Trainers, historians, former opponents, sparring partners, and knowledgeable boxing specialists review reconstruction.

6. Motion-Capture Supplementation

Where data is missing, motion capture can reproduce gaps while following reconstructed biomechanical constraints.

7. Procedural Adaptation

The game adapts animations dynamically according to distance, stamina, balance, opponent position, injuries, and other contextual variables.

8. Boxer Identity Validation

Developers compare gameplay against source footage to determine whether the fighter behaves recognizably like the real boxer.

That last step should be mandatory.


The Ultimate Test

The ultimate question should not be:

"Does this animation look good?"

It should be:

"Would somebody who studied this fighter recognize him from the movement alone?"

That is a completely different standard.

And that is where I believe boxing videogames need to go.

Motion capture helped videogames make enormous progress.

But technology has advanced.

Computer vision has advanced.

Procedural animation has advanced.

Machine learning has advanced.

Character reconstruction has advanced.

Physics simulation has advanced.

Biomechanical analysis has advanced.

Game engines have advanced.

Developers should use all of it.

Because telling one boxer to imitate fifty other boxers and calling the result "authentic boxing" should no longer be enough.

A modern boxing videogame should not merely record motion.

It should reconstruct identity.


Sunday, September 27, 2026

My Top Ten Boxing Video Games by Poe’s Standards

 

My Top Ten Boxing Video Games by Poe’s Standards

By Poe Speaks…

Before I get to the list, I want to recognize Jim Trunzo and his brother Tom, the creators of Title Bout. From what I understand, they tried to partner with EA to bring more realism and depth to a boxing video game. Imagine the depth of their boxing simulation combined with a game where players could step into the ring and control the action. That is the kind of opportunity I wish the industry had pursued.

When people rank boxing games, they often focus on graphics, popularity, or nostalgia. My question is: How much of boxing does the game actually represent?

I want to control my boxer in the ring. I also want the game beneath that action to have the depth of a great text-based boxing simulation: detailed boxer identities, meaningful attributes, intelligent tactics, historical context, and a living boxing world. That is the standard behind this list.

1. Title Bout Championship Boxing

Title Bout Championship Boxing earns the top spot for the depth of its boxer ratings, matchups, rules, and boxing history. Jim and Tom Trunzo treated boxing as a sport full of individual differences and possibilities.

That depth is what I want inside a fully playable boxing game. When I select a boxer, their ratings should produce recognizable movement, decisions, strengths, and weaknesses in the ring. When I create a fight card or run a career, the surrounding boxing world should have just as much thought behind it.

2. LEATHER: Tactical Boxing Management

I would take LEATHER over World Championship Boxing Manager 2. It makes me examine boxer attributes, study an opponent, prepare in camp, and develop a fight plan. Strategy matters.

Picture those systems in a game where I also control the boxer. I could prepare to fight at long range, discover that my opponent keeps closing the distance, and make adjustments during the bout. My trainer’s advice would mean something because it responds to what is actually happening.

3. Fight Night Round 4

Of the games that let me control a boxer in the ring, Fight Night Round 4 has a strong case for the top spot. Defense, stamina, and punch selection can shape how a fight develops across the rounds.

I want developers to build on that foundation. Let me win because I controlled distance, took away an opponent’s best punch, worked the body, or made a better adjustment. Then add deeper boxer identities, inside fighting, clinching, officiating, and a career world that keeps moving around me.

4. Fight Night Round 3

Fight Night Round 3 showed how compelling a boxing game could be when punches looked and felt consequential. Timing and positioning helped make the action engaging.

A future game should take that physical feeling further. The boxer throwing the punch should move, defend, react, and make choices that fit that specific boxer.

5. Knockout Kings 2001

Older boxing games deserve attention because some attempted parts of the sport that remain important today. Knockout Kings 2001 belongs in that conversation.

When a feature is missing from a modern game, I think it is fair to ask what earlier developers tried and how it could be improved now. Better technology should help developers represent more of boxing, including the less glamorous details that make a fight believable.

6. Victorious Boxers: Ippo’s Road to Glory

Victorious Boxers makes different boxing approaches and finding openings part of its appeal. I appreciate a game that makes me consider the kind of boxer standing across from me.

In the realistic boxing game I want, a pressure boxer, counterpuncher, mover, and inside boxer should each present different problems because of their habits and capabilities. A few rating changes and a different stance are not enough.

7. Fight Night Round 2

Fight Night Round 2 earns its place as part of the development of playable boxing. Looking across the Fight Night series shows ideas that were introduced, changed, improved, and sometimes left behind.

A new boxing game can learn from all of that history. Keep what worked, address what was missing, and push further into the sport.

8. Fight Night Champion

I am not a big fan of Fight Night Champion as a boxing simulation. To me, it is a hybrid game that leans toward arcade play.

I understand why people rank it highly. It has recognizable boxers, strong presentation, damage, a story mode, and a memorable overall package. Those qualities earn it a place here, but they do not put it at the top by my standards.

A dramatic knockout and a polished broadcast are welcome. I also need the boxing between those moments to have depth.

9. Knockout Kings 2002

Knockout Kings 2002 is another part of the sport’s video game history worth studying. Its place on my list reflects the ideas and evolution of a series that put recognizable boxers and boxing action in players’ hands.

I want future developers to look critically at games like this: keep the worthwhile ideas, improve what was limited by the technology of the time, and represent more of boxing with each new release.

10. Punch-Out!! (Wii, 2009)

I am choosing one Punch-Out!! game, and my pick is the 2009 Wii release.

Its boxing is arcade, but its opponents have identities. You observe their habits, learn how they behave, and respond. That principle belongs in a realistic boxing game.

I want authentic tendencies: how a boxer sets up a right hand, exits after a combination, reacts to pressure, protects an injury, or changes tactics when behind on the cards. The opponent’s identity should affect every round.

The Game These Ten Point Toward

These games offer different pieces of the boxing experience. Title Bout brings deep boxer and boxing-world simulation. LEATHER makes preparation and tactics count. Fight Night and Knockout Kings let players take control in the ring. Punch-Out!! shows how memorable distinct opponents can be.

My ideal game combines those strengths:

  • Realistic/sim boxing as the default, with Hybrid and Arcade as optional ways to play.

  • Boxers with individual tendencies, traits, capabilities, attributes, and mannerisms.

  • Defense, distance, footwork, clinching, inside fighting, fatigue, and officiating that affect the result.

  • Trainers and corners who help players identify problems and change plans.

  • A living career world with rankings, promoters, gyms, rivalries, belts, and negotiations.

  • A creation suite for boxers, styles, gear, fight cards, broadcasts, and entire boxing worlds.

Give me the depth of a great text-based boxing simulation inside a boxing game I can play in the ring. Let the details shape how every boxer fights and how the world responds to every result.

A realistic boxing game can make a hardcore fan out of a casual. Give players the depth of the sport and the tools to experience it for themselves.

Wednesday, September 23, 2026

Poe Investigates: No Competition, No Accountability, and a Boxing Game Left Unfinished

 

Poe Investigates: No Competition, No Accountability, and a Boxing Game Left Unfinished

Boxing video games from over 25 years ago featured clinching, inside fighting, and referee interactions, yet modern developers still cite technical difficulties, time constraints, and development costs as reasons these mechanics are missing.

Steel City Interactive kept adding boxers, arenas, and gameplay updates to Undisputed while leaving fundamental boxing mechanics unfinished. The company eventually shifted its resources toward a sequel, raising important questions about its development priorities and whether its original simulation vision changed.

When competition is limited and customers accept missing features, companies may have less incentive to deliver a more comprehensive experience.

Boxing fans deserve more competition, greater accountability, and clear explanations about why previously intended features were not completed.

My Boxing Videogame Blueprint/Wishlist demonstrates the kind of interconnected, realistic boxing experience I want developers to pursue. The industry should stop treating ambitious ideas as impossible without identifying the actual technical or production limitations.

A realistic boxing game can make a hardcore fan out of a casual.

Poe Speaks... #BringBackESBC

Stop Telling Boxing Fans It Cannot Be Done: Difficult Is Not The Same As Impossible

 

September 23, 2026

Stop Telling Boxing Fans It Cannot Be Done: Difficult Is Not The Same As Impossible

Today's Main Question

When a boxing videogame developer says:

"That feature is difficult."

What does that actually mean?

Does it mean the feature is technically impossible?

Does it mean the current engine was not designed for it?

Does it mean the development team did not have enough time?

Does it mean it was not considered important enough?

Does it mean another feature received priority?

Does it mean the design direction changed?

Does it mean the developers tried it and did not like how it affected gameplay?

Does it mean it created online synchronization problems?

Does it mean it was postponed?

Or does it simply mean:

WE DECIDED NOT TO PUT IT IN THIS GAME?

Those are completely different explanations.

And boxing videogame players should stop treating them as though they mean the same thing.

Today we're going to talk about:

referees,

clinching,

inside fighting,

rope interaction,

CPU versus CPU,

corner systems,

get-up systems,

delayed reactions,

block fatigue,

boxer individuality,

offline versus online architecture,

and the difference between:

TECHNICAL LIMITATION

and:

DESIGN DECISION.

We're also going to talk about something I think boxing videogame development desperately needs:

THE BOXING FEATURE FEASIBILITY AND ACCOUNTABILITY FRAMEWORK

Along with:

Feature Difficulty Classification

Feature Dependency Audit

Design Decision Ledger

Prototype Evidence Standard

Removal Reason Codes

Technical Blocker Report

Legacy Feature Benchmark

Cross-Genre Feasibility Test

Feature Regression Audit

Deferred Feature Register

Offline/Online Constraint Separation

Simulation Integrity Checklist

Boxing Completeness Matrix

and:

THE "SHOW ME WHY" TEST.

If something that existed in older sports games supposedly cannot be done today, I want to know:

WHY?

Not because every feature is easy.

Some aren't.

But:

HARD IS NOT IMPOSSIBLE.

And:

DIFFICULT IS NOT AN EXPLANATION BY ITSELF.

Let's get into it.


OPENING HOOK

POE:

Welcome everybody to another edition of Poe & The Community Speaks.

Today I want to talk about one word that gets used way too casually in videogame development conversations.

HARD.

"It's hard to put a referee in the ring."

"Clinching is hard."

"Inside fighting is hard."

"Rope interaction is hard."

"AI is hard."

"Online synchronization is hard."

"Physics is hard."

Okay.

I accept that.

Game development is difficult.

I have never said game development is easy.

But here's my question.

THEN WHAT?

Because "hard" cannot be the end of the conversation.

If you're building a boxing videogame, boxing itself contains difficult systems.

Two human bodies interact.

Feet reposition.

Hands collide.

Fighters clinch.

Fighters push.

Fighters lean.

Fighters work inside.

Fighters get trapped against ropes.

Referees move around them.

Referees separate them.

Fighters get hurt.

Their reactions change.

Their balance changes.

Their fatigue changes.

Judges interpret what happens.

Corners react.

That is boxing.

So if every complicated part of boxing gets removed because:

"THAT'S HARD,"

eventually what are we making?

A boxing videogame?

Or:

a punching game inside a boxing ring?

That's the conversation today.


SEGMENT ONE: TODAY'S RECEIPT CHECK

POE:

First, let's establish what is current and what is not.

UNDISPUTED 2

The latest substantial public information I could verify still comes from Steel City Interactive's September 9 community update.

Ash Habib confirmed that Undisputed 2 remains in development.

Daniel Dubois, Roberto Durán and Jermain Taylor were announced.

Dubois participated in motion capture.

Reporting also says SCI has expanded beyond 100 employees and that the sequel is being rebuilt on a new technical foundation.

That is confirmed reporting.

What we do not have today is:

a new complete gameplay demonstration,

a detailed clinching demonstration,

a full inside-fighting demonstration,

a complete referee demonstration,

a Career Mode demonstration,

or a technical breakdown showing exactly how the sequel handles all of the systems we're discussing today.

So:

I'M NOT GOING TO PRETEND WE KNOW.

That's the factual line.


SEGMENT TWO: EA FIGHT NIGHT

The other major boxing videogame story remains the September 18 Insider Gaming report concerning Fight Night.

According to that report, the previous plan for a Fight Night return was cancelled roughly a year ago.

The project reportedly had progressed beyond pre-production.

But the report also specifically left open the possibility that the franchise could be discussed again.

If something happens, according to the reporting, it would effectively be a new project.

So once again:

REPORTED:

The previous Fight Night plan was cancelled.

NOT OFFICIALLY ANNOUNCED BY EA:

Fight Night is permanently dead.

ALSO NOT CONFIRMED:

A new Fight Night has been greenlit.

Keep those three things separate.


SEGMENT THREE: 2K AND VISUAL CONCEPTS

As of today's show, I still have not found an official announcement that 2K or Visual Concepts is developing a boxing videogame.

I keep discussing Visual Concepts because sports videogames outside boxing demonstrate what modern sports-game ecosystems, creation systems, long-term simulations, presentation systems and athlete-specific data can become.

That makes them relevant to the design conversation.

It does not make a 2K boxing game confirmed.

That's the distinction.


SEGMENT FOUR: TODAY'S BIG QUESTION

Now let's get into it.

Why would putting an in-ring referee into a boxing videogame be considered difficult?

Let's be fair.

There are legitimate technical challenges.

The referee needs:

navigation.

Collision avoidance.

Positioning.

Line of sight.

State awareness.

Foul recognition.

Knockdown recognition.

Clinch recognition.

Break commands.

Count logic.

Stoppage logic.

Animation transitions.

Interaction with two moving boxers.

Online synchronization if the referee is authoritative online.

So yes.

THAT REQUIRES WORK.

But now comes the other side of the conversation.

Videogames have been putting multiple independently controlled or AI-controlled characters into confined spaces for decades.

Wrestling games have had:

multiple wrestlers,

referees,

managers,

tag partners,

interference,

weapons,

environmental interactions,

and numerous characters moving around a ring.

Sports games simulate:

players,

officials,

coaches,

crowds,

ball physics,

formations,

collisions,

and constantly changing game states.

So the argument cannot simply be:

"THERE'S A THIRD PERSON IN THE RING, THEREFORE IT'S TOO DIFFICULT."

That is not a sufficient technical explanation.

The real question is:

WHAT SPECIFIC PROBLEM DOES THE THIRD CHARACTER CREATE IN YOUR BOXING ARCHITECTURE?

Now we're getting somewhere.


SEGMENT FIVE: INTRODUCING THE FEATURE DIFFICULTY CLASSIFICATION

Whenever a developer says a feature is difficult, classify the difficulty.

TYPE A: ENGINE LIMITATION

The engine or existing architecture cannot support the feature efficiently.

TYPE B: ANIMATION COMPLEXITY

Too many transitions or interactions are required.

TYPE C: AI COMPLEXITY

The behavior requires sophisticated decision-making.

TYPE D: PHYSICS COMPLEXITY

Physical interactions are unstable or unpredictable.

TYPE E: NETWORK COMPLEXITY

The feature is difficult to synchronize online.

TYPE F: PERFORMANCE COST

The feature consumes too much CPU, GPU, memory or bandwidth.

TYPE G: CONTENT COST

The system works, but creating enough animations, assets or data is expensive.

TYPE H: QA COST

The number of possible interactions becomes difficult to test.

TYPE I: DESIGN CONFLICT

Developers believe the feature hurts their intended gameplay experience.

TYPE J: SCHEDULE

The team could build it, but not within the planned release window.

TYPE K: PRIORITY

Resources were assigned elsewhere.

TYPE L: COMMERCIAL DECISION

The company did not believe the feature justified the cost.

Now we know what:

"HARD"

actually means.


SEGMENT SIX: DESIGN DECISION IS NOT TECHNICAL IMPOSSIBILITY

This distinction matters enormously.

Suppose a developer says:

"We removed clinching because it slowed down the action."

That's not:

WE COULDN'T BUILD CLINCHING.

That's:

WE DIDN'T WANT CLINCHING TO AFFECT THE PACE OF THE GAME THAT WAY.

That's a design decision.

And that's perfectly legitimate for a developer to make.

But then players are equally entitled to say:

I DISAGREE WITH THAT DESIGN DECISION BECAUSE CLINCHING IS PART OF BOXING.

Now we're having an honest conversation.


SEGMENT SEVEN: THE SAME THING APPLIES TO REFEREES

Suppose the explanation is:

"We didn't want the referee obstructing the camera."

Fine.

That's a design problem.

Solutions might include:

dynamic transparency,

camera-aware positioning,

temporary fade,

intelligent navigation,

collision priority,

camera switching.

Now we're designing.

But saying:

"A referee is hard"

doesn't tell us anything.

Hard because:

camera?

Navigation?

Online?

Animation?

Performance?

Collision?

State recognition?

Tell us the problem.

Then we can discuss the solution.


SEGMENT EIGHT: INTRODUCING THE TECHNICAL BLOCKER REPORT

This becomes a new Blueprint development requirement.

TECHNICAL BLOCKER REPORT

For any major boxing feature that is removed, postponed or considered infeasible, document:

Feature

What was attempted?

Target Behavior

What should it do?

Technical Blocker

What specifically prevents it?

Affected Systems

Animation?

AI?

Physics?

Networking?

Performance?

Prototype Result

What happened when tested?

Potential Solutions

What approaches remain?

Cost

What would solving it require?

Priority

Why is another feature receiving resources instead?

Now "we couldn't do it" becomes something measurable.


SEGMENT NINE: CLINCHING

Let's use clinching.

Why is clinching difficult?

Because now two independently animated bodies become:

physically linked.

Their feet must remain plausible.

Their arms must interact.

Their torsos must maintain contact.

Their heads must avoid impossible clipping.

Their momentum must be resolved.

Short punches may occur.

The referee may intervene.

One fighter may initiate.

The other may resist.

One may hold.

One may work.

The clinch may transition into separation.

Yes.

THAT'S COMPLICATED.

But complicated does not mean:

remove clinching from boxing forever.

It means:

BUILD A CLINCH SYSTEM.


SEGMENT TEN: CLINCHING SHOULD NOT BE ONE ANIMATION

This is where older design thinking causes problems.

Clinch button.

Animation plays.

Wait.

Separate.

That's not enough.

The Blueprint needs:

CLINCH STATE MACHINE

States could include:

Entry.

Attempt.

Accepted.

Resisted.

Partial tie-up.

Full tie-up.

Overhook.

Underhook.

Head position.

Rope clinch.

Turn.

Short work.

Referee warning.

Break.

Exit.

Now clinching becomes:

a system.

Not:

a cutscene.


SEGMENT ELEVEN: INTRODUCING CONTACT ANCHORS

Another new Blueprint concept:

BOXING CONTACT ANCHORS

Instead of requiring every clinch animation to be perfectly authored for every body combination, the system defines contact targets:

shoulder.

Upper arm.

Forearm.

Torso.

Neck region.

Glove.

Then procedural animation and inverse kinematics help maintain plausible contact.

Authored animation supplies:

style and intention.

Procedural adjustment handles:

body differences and position.

Now we have a scalable solution.


SEGMENT TWELVE: WHY OLDER GAMES MATTER IN THIS DEBATE

Whenever somebody says:

"Technology makes this impossible,"

look backward.

Did an older game implement some version of it?

If yes, that does not automatically mean:

the modern implementation is easy.

Modern expectations are higher.

Animation quality is higher.

Online synchronization may be more complicated.

Physics may be more sophisticated.

But the older implementation proves something important:

THE GAMEPLAY CONCEPT ITSELF IS NOT IMPOSSIBLE.

Then the question becomes:

why can't the modern architecture improve it?

That's a much more useful question.


SEGMENT THIRTEEN: INTRODUCING THE LEGACY FEATURE BENCHMARK

Every major proposed boxing feature gets compared against:

previous boxing games,

wrestling games,

MMA games,

other sports games,

simulation games.

Not because:

"If Game X did it, copy Game X."

No.

The question is:

WHAT PROBLEM DID THEY ALREADY SOLVE?

Example:

Multiple characters in ring?

Solved elsewhere.

Dynamic officials?

Solved elsewhere.

Body contact?

Solved elsewhere.

Career negotiations?

Solved elsewhere.

Long-term sports simulation?

Solved elsewhere.

Creation sharing?

Solved elsewhere.

Historical eras?

Solved elsewhere.

Custom organizations?

Solved elsewhere.

Now ask:

How do we adapt those lessons specifically to boxing?


SEGMENT FOURTEEN: CROSS-GENRE FEASIBILITY TEST

Here's another new Blueprint tool.

CROSS-GENRE FEASIBILITY TEST

When somebody claims:

"This cannot be done,"

search other genres.

Does wrestling solve part of it?

Does basketball?

Football?

Hockey?

MMA?

Racing?

RPGs?

Strategy games?

Management games?

Maybe nobody has solved the exact boxing problem.

But pieces of the solution may already exist.

That's how technology advances.


SEGMENT FIFTEEN: INSIDE FIGHTING

Inside fighting is another example.

People hear:

inside fighting

and imagine:

a completely different videogame.

No.

The foundation requires:

range detection.

body positioning.

short-punch animation.

guard interaction.

head positioning.

foot positioning.

collision.

balance.

AI decisions.

Those systems also benefit:

mid-range boxing,

clinching,

rope fighting,

body work,

defense.

So once again:

BUILDING INSIDE FIGHTING IMPROVES OTHER BOXING SYSTEMS.

This isn't wasted engineering.


SEGMENT SIXTEEN: INSIDE POSITION SHOULD BE A PHYSICAL STATE

Don't create:

INSIDE MODE ON.

Instead calculate:

distance.

angle.

torso relationship.

foot relationship.

guard contact.

available punching lanes.

Then inside fighting emerges naturally from geometry.

That's more robust.


SEGMENT SEVENTEEN: INTRODUCING THE RANGE CONTINUUM

Another Blueprint addition.

BOXING RANGE CONTINUUM

Instead of:

Outside.

Middle.

Inside.

Treat range as continuous.

The game evaluates:

exact distance,

angle,

reach,

stance,

body orientation.

Different techniques become more or less viable depending on location.

Now there's no magical invisible line where:

inside fighting suddenly activates.

The fight transitions naturally.


SEGMENT EIGHTEEN: THE ROPES

Another supposedly difficult boxing system.

Ropes deform.

Fighters lean.

Bodies collide.

Footwork becomes constrained.

Punch trajectories change.

Defense changes.

Escape angles change.

Referee positioning changes.

Yes.

Complex.

But again:

THIS IS BOXING.

Ropes aren't decoration.

They're part of ring geography.


SEGMENT NINETEEN: INTRODUCING RING GEOGRAPHY

The ring should have gameplay zones:

Center.

Mid-ring.

Near ropes.

On ropes.

Corner approach.

Corner trapped.

Neutral corner.

Clinch against ropes.

Each zone modifies:

movement options,

AI decisions,

defensive options,

escape routes,

camera considerations,

commentary.

Now the ring itself matters.


SEGMENT TWENTY: STOP TREATING THE RING LIKE A FLAT SQUARE

This is important.

A boxing ring isn't:

a square texture.

It is a tactical environment.

Center control matters.

Ropes matter.

Corners matter.

Angles matter.

A pressure fighter should understand:

where the opponent is.

A mover should understand:

where escape routes are.

Corner advice should understand:

where the fight is occurring.

Commentary should recognize:

who is controlling geography.

That's boxing intelligence.


SEGMENT TWENTY-ONE: THE REFEREE CAN READ THE SAME WORLD STATE

Now look at the reuse.

If the game already knows:

distance,

ring position,

fighter state,

clinch state,

knockdown state,

foul state,

then the referee does not need magical awareness.

The referee reads:

THE SAME AUTHORITATIVE FIGHT STATE.

Then chooses:

observe.

Move.

Warn.

Separate.

Count.

Call doctor.

Stop fight.

That's why architecture matters.


SEGMENT TWENTY-TWO: REFEREE AI DOES NOT HAVE TO BE SUPERHUMAN

Referees make mistakes.

This actually gives developers more room.

Referee attributes:

positioning.

Awareness.

Strictness.

Foul tolerance.

Stoppage tendency.

Break speed.

Experience.

Now referees become:

PEOPLE.

Not perfect robots.

Different referees change fights.

That's another Blueprint opportunity.


SEGMENT TWENTY-THREE: REFEREE PERSONALITIES

Imagine:

Referee A allows inside work.

Referee B breaks quickly.

Referee C warns constantly.

Referee D allows rough fighting.

Referee E stops fights earlier.

Now selecting or assigning a referee has strategic meaning.

Career Mode can track:

referee history.

Commentary can mention it.

Corners can prepare for it.

One referee system feeds:

gameplay,

Career,

commentary,

strategy,

presentation.

Again:

reuse.


SEGMENT TWENTY-FOUR: GET-UP SYSTEMS

Another boxing system that should be deeper.

Don't make:

button mash.

Don't make:

identical minigame every knockdown.

The ability to rise should depend on:

damage.

consciousness.

balance.

legs.

fatigue.

heart.

recovery.

previous knockdowns.

injury.

fighter traits.

Now the player participates, but boxer condition matters.


SEGMENT TWENTY-FIVE: INTRODUCING RECOVERY STATE

RECOVERY STATE

After a knockdown, boxer transitions through:

disorientation.

orientation.

attempted rise.

balance recovery.

guard restoration.

movement recovery.

A boxer may beat the count but still have:

unstable legs.

Delayed defense.

Reduced awareness.

Now getting up isn't:

RESET FIGHT.

The knockdown has consequences.


SEGMENT TWENTY-SIX: DELAYED REACTIONS

Real boxers do not always react instantly to damage.

A body shot may produce delayed discomfort.

Leg instability can appear after an exchange.

Fatigue accumulates.

Damage can become visible seconds later.

So the damage model should contain:

IMMEDIATE RESPONSE

and:

DELAYED RESPONSE.

That creates much more believable fights.


SEGMENT TWENTY-SEVEN: INTRODUCING DAMAGE LATENCY

New Blueprint system:

DAMAGE LATENCY MODEL

Impact occurs.

System calculates:

immediate damage,

delayed neurological response,

localized pain,

balance effect,

stamina effect,

guard response,

behavior change.

Not every punch produces:

instant animation.

That prevents the videogame look where every landed punch automatically triggers exaggerated reaction.


SEGMENT TWENTY-EIGHT: BLOCK FATIGUE

Holding your guard should not provide permanent perfect defense.

Arms fatigue.

Guard integrity changes.

Damage accumulates.

Repeated impact matters.

But again:

don't create a videogame shield bar and call it realism.

Track:

arm fatigue.

impact accumulation.

guard position.

defensive technique.

glove placement.

reaction time.

Now guard breakdown emerges.


SEGMENT TWENTY-NINE: EVERYTHING IS CONNECTING

Notice what is happening.

Clinching uses:

contact system.

Inside fighting uses:

contact system.

Ropes use:

contact system.

Guard uses:

contact system.

Damage uses:

contact system.

Referee reads:

fight state.

Commentary reads:

fight state.

Corner reads:

fight state.

AI reads:

fight state.

So when somebody counts these as:

ten unrelated impossible features,

they're misunderstanding the architecture.

The challenge is building:

THE RIGHT FOUNDATION.


SEGMENT THIRTY: WHY I QUESTION THE "TIME CONSTRAINT" EXPLANATION

Here's where I want to be careful.

This is my opinion and inference.

I cannot prove internal SCI priorities unless SCI documents them.

But from the outside, I think players have every right to ask questions when a company continues producing:

boxers,

arenas,

events,

promotional material,

and other content,

while foundational gameplay systems remain absent or incomplete.

That does not prove:

THEY INTENTIONALLY HELD FEATURES BACK FOR A SEQUEL.

We should not state that as fact without evidence.

But it does justify asking:

WHAT WAS THE PRIORITY DECISION?

That's fair.


SEGMENT THIRTY-ONE: CONTENT TEAMS AND ENGINEERING TEAMS ARE DIFFERENT

Here's the counterargument we need to acknowledge.

Someone will say:

"Poe, the people creating an arena aren't the programmers building clinching."

Correct.

That's an important point.

Artists cannot simply be reassigned to solve network code.

A licensing team cannot fix AI.

A character artist cannot automatically build referee logic.

So continued content production does not automatically prove engineering resources were available for every missing gameplay feature.

Fair.

But:

management still determines:

staffing,

budget,

schedule,

hiring,

priorities,

scope.

So the larger question remains:

WHY DID THE PROJECT ALLOCATE RESOURCES THE WAY IT DID?

That's the fair version of the criticism.


SEGMENT THIRTY-TWO: INTRODUCING THE DESIGN DECISION LEDGER

Every major feature decision should internally have:

DESIGN DECISION LEDGER

Feature:

Clinching.

Original intent:

Full clinch system.

Decision:

Reduced / removed / deferred.

Reason:

Technical.

Design.

Schedule.

Budget.

Online.

Priority.

Date.

Responsible discipline.

Future status:

Cancelled.

Deferred.

Rebuilding.

Experimental.

Now years later the team doesn't have to guess:

WHY DID WE REMOVE THIS?

This is normal disciplined development documentation.


SEGMENT THIRTY-THREE: INTRODUCING REMOVAL REASON CODES

Simple system.

R1

Technical blocker.

R2

Design change.

R3

Budget.

R4

Schedule.

R5

Performance.

R6

Online architecture.

R7

QA instability.

R8

Licensing.

R9

Low player value.

R10

Deferred to later development.

Now a feature doesn't simply disappear into:

"WE COULDN'T GET IT WORKING."

There's a reason.


SEGMENT THIRTY-FOUR: WHY THIS MATTERS FOR UNDISPUTED 2

SCI has a new opportunity.

If the sequel is genuinely being rebuilt on a different foundation, then this is the time to revisit:

clinching.

Inside fighting.

Referee.

Ropes.

Movement.

Hit detection.

Get-up.

Fatigue.

Reactions.

Boxer identity.

CPU versus CPU.

Creation.

Career.

Not because every feature must be shown tomorrow.

But because foundational decisions happen early.


SEGMENT THIRTY-FIVE: DON'T WAIT UNTIL THE END TO DISCOVER BOXING DOESN'T FIT

That's the nightmare.

Build:

graphics.

Roster.

Menus.

Online infrastructure.

Career shell.

Arenas.

Presentation.

Then somebody says:

"Now let's add realistic clinching."

And engineering says:

"The locomotion architecture doesn't support it."

Too late.

The correct question during foundation development is:

WHAT BOXING INTERACTIONS MUST THIS ENGINE EVENTUALLY SUPPORT?

Even if they're not all finished today.


SEGMENT THIRTY-SIX: INTRODUCING THE BOXING COMPLETENESS MATRIX

Before production gets too far, list major boxing interactions.

MOVEMENT

Forward.

Backward.

Lateral.

Pivot.

Angle change.

Stance switching.

OFFENSE

Straight punches.

Hooks.

Uppercuts.

Body shots.

Feints.

Combinations.

Inside punches.

DEFENSE

Block.

Catch.

Parry.

Slip.

Roll.

Pull.

Pivot exit.

PHYSICAL INTERACTION

Clinch.

Tie-up.

Break.

Rope pressure.

Corner pressure.

Hand fighting.

OFFICIATING

Warnings.

Fouls.

Counts.

Stoppages.

Breaks.

Doctor involvement.

CONDITION

Fatigue.

Damage.

Cuts.

Swelling.

Recovery.

Delayed reactions.

STRATEGY

Corner advice.

Adjustments.

Scoring awareness.

Opponent recognition.

Then ask:

DOES THE FOUNDATION SUPPORT EACH CATEGORY?

Not:

Is every feature finished?

Does the architecture support it?

Big difference.


SEGMENT THIRTY-SEVEN: AUTOMATIC PHASE SELECTION

This connects to another Blueprint idea.

The engine should understand what phase the fight is naturally in.

Outside.

Entry.

Mid-range.

Pocket.

Inside.

Clinch.

Rope.

Break.

Recovery.

But the player should not press:

ENTER INSIDE MODE.

The game determines the physical phase from:

distance,

angle,

contact,

momentum,

position.

That creates continuity.


SEGMENT THIRTY-EIGHT: WHY THIS MATTERS FOR ANIMATION

If phases are understood by the engine, animation blending improves.

Outside footwork transitions into:

entry.

Entry transitions into:

short punching.

Short punching transitions into:

contact.

Contact transitions into:

clinch.

Clinch transitions into:

break.

No teleporting.

No magnetic snapping.

No sudden animation reset.

That's the goal.


SEGMENT THIRTY-NINE: THE FEATURE REGRESSION AUDIT

Another Blueprint addition:

FEATURE REGRESSION AUDIT

Before shipping a sequel or major update, compare it with:

the previous game,

older games in the genre,

the original design promises,

community expectations.

Ask:

What improved?

What stayed?

What disappeared?

Why?

Was the removal intentional?

Is there a replacement system?

Is the replacement better?

This prevents:

NEWER = AUTOMATICALLY BETTER

thinking.


SEGMENT FORTY: TECHNOLOGY ADVANCES, BUT DESIGN CAN REGRESS

This is important.

New hardware doesn't guarantee:

better boxing.

A PlayStation 5 can obviously process more than a PlayStation 2.

But if developers decide not to simulate:

clinching,

referees,

deep Career,

or certain interactions,

the more powerful hardware doesn't magically add them.

Technology provides capability.

DESIGN DECIDES HOW THAT CAPABILITY IS USED.

That's why older games can still contain features newer games lack.


SEGMENT FORTY-ONE: "OLD GAME DID IT" IS NOT THE WHOLE ARGUMENT EITHER

Let's be fair again.

Older games sometimes used:

simpler animation.

Simpler AI.

Simpler physics.

Lower visual fidelity.

Offline-only shortcuts.

Scripted interactions.

Lower frame-rate expectations.

Less network complexity.

So:

"A 2001 game did it"

does not prove:

a 2026 implementation requires no work.

But it does justify asking:

WHY DID THE FEATURE DISAPPEAR INSTEAD OF EVOLVE?

That's the stronger argument.


SEGMENT FORTY-TWO: OFFLINE AND ONLINE NEED TO BE SEPARATED

This connects directly to another major Blueprint issue.

Suppose:

a realistic feature causes online synchronization problems.

Does that automatically mean:

remove it from offline?

No.

Ask:

CAN ONLINE AND OFFLINE USE DIFFERENT IMPLEMENTATIONS?

Offline does not require:

internet latency.

Remote synchronization.

Anti-cheat authority.

Rollback reconciliation.

So some systems can be richer offline.

The modes can share:

boxing rules

without sharing every technical constraint.


SEGMENT FORTY-THREE: INTRODUCING CONSTRAINT INHERITANCE

New development concept:

CONSTRAINT INHERITANCE AUDIT

Whenever a limitation is imposed, ask:

Why?

Online networking?

Okay.

Then:

Does offline actually inherit that limitation?

If the answer is no:

DON'T FORCE IT.

Same with:

competitive balance.

Ranked restrictions should not automatically control:

offline sandbox.

Tournament rules should not automatically control:

Universe.

Realistic mode should not automatically control:

Arcade.

Different modes can have different authority.


SEGMENT FORTY-FOUR: THIS IS WHY OPTIONS MATTER

I keep coming back to options because options solve ideological fights.

Player says:

"I hate clinching."

Fine.

Clinching frequency:

Low.

Player says:

"I want constant referee breaks."

Fine.

Referee strictness:

High.

Player says:

"I want realistic stamina."

Simulation preset.

Player says:

"I want faster action."

Hybrid.

Player says:

"I want arcade boxing."

Arcade.

Why should one design philosophy erase everybody else's experience?

Build:

SYSTEMS.

Then expose:

OPTIONS.


SEGMENT FORTY-FIVE: BUT OPTIONS CANNOT FIX A MISSING SYSTEM

This is important.

People sometimes say:

"Just give us sliders."

Sliders cannot create:

a referee

if no referee system exists.

A slider cannot create:

clinching

if there is no clinch architecture.

A slider cannot create:

inside fighting

if the locomotion doesn't support it.

A slider modifies:

AN EXISTING SYSTEM.

So:

BUILD THE SYSTEM FIRST.

Then give me sliders.


SEGMENT FORTY-SIX: THE "SHOW ME WHY" TEST

Here's today's main community tool.

Whenever someone says:

"THAT CAN'T BE DONE,"

ask:

Why?

Engine?

Animation?

AI?

Physics?

Network?

Performance?

Budget?

Schedule?

Design?

Licensing?

Priority?

Then ask:

Has another game solved part of it?

Then:

Could it be implemented offline?

Could it be simplified?

Could it be modular?

Could procedural animation help?

Could data-driven architecture help?

Could it be phased?

Could it be optional?

Now:

"CAN'T BE DONE"

becomes:

ENGINEERING DISCUSSION.


SEGMENT FORTY-SEVEN: WHAT I DO NOT WANT THIS COMMUNITY TO DO

Don't harass developers.

Don't call individual programmers lazy because a feature isn't there.

You usually don't know:

who made the decision.

Developers work inside:

budgets,

schedules,

management decisions,

technical constraints,

production plans.

Criticize:

the product.

The architecture.

The design decision.

The company decision.

The explanation.

Ask hard questions.

But keep the criticism:

SPECIFIC.

That's much stronger anyway.


SEGMENT FORTY-EIGHT: DON'T GIVE COMPANIES AUTOMATIC EXCUSES EITHER

Respecting developers doesn't mean:

accepting every explanation without scrutiny.

Consumers paid money.

Players can ask:

Why was this removed?

Why was this advertised?

Why did this change?

Why wasn't this finished?

Why did another system receive priority?

Will it return?

Is it technically blocked?

Is it a design decision?

Those are legitimate questions.

Accountability isn't harassment.


SEGMENT FORTY-NINE: THIS IS WHY COMPETITION MATTERS

If only one major company makes boxing videogames, what pressure exists?

If players want:

boxing

and only one product exists,

the market has limited leverage.

Now imagine:

SCI.

EA.

2K.

Another AA studio.

Several indies.

Suddenly everybody compares:

clinching.

AI.

Career.

Creation.

Boxer identity.

Online.

Presentation.

Value.

Now if one company says:

"WE COULDN'T DO IT,"

another company may say:

"WE DID."

Competition changes expectations.


SEGMENT FIFTY: THE FIGHT NIGHT REPORT MAKES COMPETITION EVEN MORE IMPORTANT

The September 18 reporting about the previous Fight Night project being cancelled is disappointing to many players.

But I don't want the conversation reduced to:

EA OR SCI.

I want:

EA AND SCI.

And:

2K.

And:

independent developers.

And:

new studios.

Why?

Because competition creates:

experimentation.

Different approaches.

Different priorities.

Different technologies.

Different business models.

Boxing should not depend on one developer's interpretation of the sport.


SEGMENT FIFTY-ONE: INDIE DEVELOPERS ARE PART OF THE LABORATORY

Small projects may not have:

AAA budgets.

Hundreds of employees.

Major licenses.

But they can experiment with:

physics.

AI.

Career structure.

Management.

2D systems.

Procedural animation.

Alternative controls.

If an indie discovers a brilliant solution to:

range,

inside fighting,

AI adaptation,

or Career simulation,

AAA developers should pay attention.

Good ideas don't care about studio size.


SEGMENT FIFTY-TWO: TODAY'S SURVEY MODULE

POE:

Community, here's today's survey.

QUESTION ONE

When a developer removes a major boxing feature, should the company explain why?

Yes.

No.

Only for previously announced features.

QUESTION TWO

Which explanation matters most?

Technical limitation.

Budget.

Schedule.

Design decision.

Online limitation.

Low priority.

QUESTION THREE

If a realistic feature creates problems online, should developers consider keeping a deeper version offline?

Yes.

No.

Depends on feature.

QUESTION FOUR

Should clinching be a fundamental boxing mechanic?

Yes.

No.

Optional.

QUESTION FIVE

Should an in-ring referee physically exist during fights?

Yes.

No.

Optional visual setting.

QUESTION SIX

Should referees have individual tendencies?

Yes.

No.

QUESTION SEVEN

Should inside fighting be a fully developed gameplay phase?

Absolutely.

No.

Basic only.

QUESTION EIGHT

Should ropes materially affect gameplay?

Yes.

No.

QUESTION NINE

If an older boxing game contained a feature that a newer game removes, should developers explain the design tradeoff?

Yes.

No.

QUESTION TEN

WHEN A DEVELOPER SAYS A BOXING FEATURE IS "TOO HARD," WHAT EVIDENCE OR EXPLANATION WOULD YOU EXPECT BEFORE ACCEPTING THAT CLAIM?

That's the question I really want answered.


SEGMENT FIFTY-THREE: QUESTIONS I WOULD ASK SCI

If Ash Habib sat down with me today, these are some of the questions I'd ask.

Not insults.

Not gotchas.

Development questions.

What specifically made clinching difficult in the original Undisputed?

Was the problem animation, physics, networking, locomotion or design philosophy?

Was removing or limiting clinching primarily a technical decision or a gameplay decision?

Did online architecture influence offline mechanics?

What prevented a persistent in-ring referee?

Was the referee issue primarily navigation, collision, animation, performance or gameplay?

How does the sequel's new foundation address those limitations?

Was inside fighting difficult because of the locomotion architecture?

Will inside fighting be treated as a distinct physical range in the sequel?

Will ropes affect boxer movement and defensive behavior?

Can the sequel's offline simulation operate with systems that may be simplified online?

Which features from the ESBC vision were intentionally redesigned rather than technically abandoned?

And one of the biggest:

WHAT DID YOU LEARN FROM THE ORIGINAL ARCHITECTURE THAT YOU REFUSED TO REPEAT IN THE SEQUEL?

That's the interview I want.


SEGMENT FIFTY-FOUR: QUESTIONS FOR EA IF FIGHT NIGHT RETURNS

If another Fight Night ever gets greenlit:

I don't want:

Fight Night Champion with better graphics.

Ask:

What can modern technology add?

Real referee AI?

Dynamic clinching?

Deep inside fighting?

Individual boxer tendencies?

Career Universe?

Creation?

Historical eras?

Modern commentary?

Procedural interactions?

Offline simulation?

CPU versus CPU?

If we're waiting more than 15 years:

MOVE THE GENRE FORWARD.

Don't just remaster expectations from 2011.


SEGMENT FIFTY-FIVE: QUESTIONS FOR 2K IF IT EVER ENTERS BOXING

If Visual Concepts ever made boxing, I would want to know:

How would its experience with:

sports AI,

large rosters,

creation systems,

franchise simulation,

presentation,

historical content,

statistics,

and athlete tendencies

translate to boxing?

Not:

COPY NBA 2K.

Instead:

APPLY MODERN SPORTS-GAME SYSTEM THINKING TO BOXING.

Huge difference.


SEGMENT FIFTY-SIX: TODAY'S BLUEPRINT ADDITIONS

Today's new Blueprint development systems:

Boxing Feature Feasibility and Accountability Framework

Feature Difficulty Classification

Technical Blocker Report

Legacy Feature Benchmark

Cross-Genre Feasibility Test

Clinch State Machine

Boxing Contact Anchors

Range Continuum

Ring Geography System

Referee Personality System

Recovery State

Damage Latency Model

Design Decision Ledger

Removal Reason Codes

Boxing Completeness Matrix

Feature Regression Audit

Constraint Inheritance Audit

Show Me Why Test

These connect directly to:

WeightTransferController.

FootworkController.

GuardWearManager.

GetUpManager.

Parry AI.

Clinch AI.

Referee AI.

Decision Bias Tree.

Offline/Online Authority Separation.

Realistic/Hybrid/Arcade presets.

Creation Suite.

CPU versus CPU.

Career.

Universe.


SEGMENT FIFTY-SEVEN: TODAY'S COMMUNITY CHALLENGE

Pick one boxing feature somebody has told you is:

TOO HARD.

Don't respond:

"That's stupid."

Instead break it down.

What makes it hard?

Animation?

Physics?

AI?

Networking?

Then find:

three games outside boxing that solve part of the problem.

Then ask:

What can boxing borrow conceptually?

Not assets.

Not copyrighted code.

The engineering principle.

That's how the community can elevate this conversation.


SEGMENT FIFTY-EIGHT: RAPID-FIRE COMMUNITY QUESTIONS

POE:

Chat, answer quickly.

Referee in ring?

Yes or no?

Full clinching?

Yes or no?

Working inside the clinch?

Yes or no?

Rope physics?

Yes or no?

Corner stoppages?

Yes or no?

Doctor stoppages?

Yes or no?

Delayed reactions?

Yes or no?

Arm fatigue?

Yes or no?

Guard wear?

Yes or no?

Different referees?

Yes or no?

CPU versus CPU?

Yes or no?

Separate offline simulation settings?

Yes or no?

And:

WHICH BOXING FEATURE ARE YOU TIRED OF BEING TOLD IS TOO DIFFICULT?

Put it in the chat.


SEGMENT FIFTY-NINE: RECEIPTS AND CLAIMS TO VERIFY

POE:

Before we close, here's what needs to remain separated.

CONFIRMED OR REPORTED

Steel City Interactive is developing Undisputed 2.

SCI has said the sequel uses a new technical foundation.

Daniel Dubois, Roberto Durán and Jermain Taylor have been announced.

Dubois participated in motion capture.

Reporting says SCI has grown beyond 100 employees.

Insider Gaming reported on September 18 that the previous plan for a Fight Night return had been cancelled roughly a year earlier.

That report also said the possibility of future discussions remains and that anything resulting from them would effectively be a new project.

NOT CONFIRMED

EA has not publicly announced a new Fight Night.

EA has not publicly declared that Fight Night will never return.

2K has not announced a boxing videogame.

Visual Concepts has not announced a boxing videogame.

SCI has not publicly demonstrated every major gameplay system discussed today.

OPINION OR INFERENCE

My belief that some missing systems in boxing games may reflect design priorities rather than pure technical impossibility is:

MY ANALYSIS.

It should not be represented as confirmed internal knowledge.

My suspicion that some features could have been deferred for future products is:

A QUESTION AND AN INFERENCE.

It is not proof that any company intentionally withheld a completed feature.

That distinction protects the credibility of this show.


SEGMENT SIXTY: THE BIGGER POINT

The goal isn't:

CATCH DEVELOPERS LYING.

The goal is:

STOP USING VAGUE LANGUAGE TO END TECHNICAL CONVERSATIONS.

If it's difficult:

tell us why.

If it's a design choice:

say that.

If it's expensive:

say that.

If online prevents it:

say that.

If the schedule prevented it:

say that.

If you don't think players want it:

show us the research.

If it's coming later:

say it's deferred.

If you changed your vision:

own the design change.

That's communication.


CLOSING MONOLOGUE

POE:

I'm going to close today's show with this.

I am tired of seeing the word:

HARD

used like a period at the end of a sentence.

Clinching is hard.

Period.

Referee is hard.

Period.

Inside fighting is hard.

Period.

No.

Put a comma there.

Clinching is hard,

BECAUSE?

Referee is hard,

BECAUSE?

Inside fighting is hard,

BECAUSE?

That's where the conversation starts.

I don't expect game developers to perform magic.

I don't expect unlimited budgets.

I don't expect unlimited development time.

I don't expect every feature I've ever written about to appear in Version 1.0.

But I do expect something else.

DON'T TELL BOXING FANS THAT BOXING ITSELF IS TOO MUCH FOR A BOXING VIDEOGAME WITHOUT EXPLAINING WHY.

Because once we know why?

We can talk about solutions.

Referee causing camera obstruction?

Solve camera interaction.

Referee navigation?

Build referee navigation.

Clinch animation complexity?

Build contact anchors.

Use procedural adjustment.

Use state machines.

Online synchronization?

Ask whether offline needs the same constraint.

Inside fighting?

Build range and body-position systems.

Rope interaction?

Treat ropes as gameplay geometry.

Get-up system?

Track recovery state.

Block fatigue?

Track localized fatigue.

Delayed reactions?

Separate immediate and delayed damage responses.

These aren't guarantees.

They're:

ENGINEERING DIRECTIONS.

Some will work.

Some won't.

Some will be too expensive.

Some will need redesigning.

Some may have to wait.

That's development.

But at least now we're talking about:

THE PROBLEM.

And I think boxing videogame communities have been conditioned for too long to accept missing boxing features because:

"Well, game development is hard."

Of course it is.

Making an airplane is hard.

Building a skyscraper is hard.

Performing surgery is hard.

Nobody says:

"The brakes were difficult, so we left them off the car."

You determine:

which systems define the product.

Then you engineer around them.

For me:

clinching defines boxing.

Inside fighting defines boxing.

Ring geography defines boxing.

Refereeing defines boxing.

Fatigue defines boxing.

Boxer individuality defines boxing.

Defense defines boxing.

Damage defines boxing.

Strategy defines boxing.

Those are not decorations.

So when we're deciding what deserves engineering resources?

Start there.

And this is also why I keep talking about competition.

If SCI says:

"We chose this direction,"

fine.

Maybe EA chooses another.

Maybe 2K chooses another.

Maybe an indie solves something all three missed.

Then players decide.

That's how videogames improve.

Competition doesn't hurt boxing fans.

LACK OF COMPETITION DOES.

Because when there is no alternative, there's less pressure to prove:

why something can't be done.

And I don't want the next generation of boxing videogames built around:

WHAT CAN WE GET AWAY WITH LEAVING OUT?

I want them built around:

WHAT DOES BOXING REQUIRE?

Then:

How do we implement it?

How do we scale it?

How do we optimize it?

How do we synchronize it?

How do we test it?

How do we make it optional for people who don't want the deepest simulation?

That's development.

Realistic/Sim.

Hybrid.

Arcade.

Options.

Different players.

One boxing foundation.

And here's the challenge I want everybody to take from today's show.

The next time somebody says:

"POE, THAT'S TOO HARD TO PUT IN A VIDEOGAME,"

don't argue.

Ask:

WHAT SPECIFICALLY MAKES IT HARD?

Then listen.

If they have a technical explanation?

Good.

Now we have something to discuss.

If they don't?

Then:

"IT'S HARD"

was never the explanation.

It was the excuse.

And there is a difference.

This is Poe.

This is Poe & The Community Speaks.

My opinions are my own.

I don't owe SCI an automatic positive opinion.

I don't owe EA an automatic positive opinion.

I don't owe 2K one either.

And I don't automatically owe any company a negative opinion.

SHOW ME THE BOXING.

Show me the systems.

Show me the decisions.

Show me the improvement.

Show me what changed.

Show me what you learned.

And when something is missing?

SHOW ME WHY.

Community, put this in the comments:

WHAT BOXING FEATURE DO YOU WANT A DEVELOPER TO STOP TELLING YOU IS TOO DIFFICULT?

Then answer the second question:

HOW WOULD YOU TRY TO SOLVE IT?

That's where this community becomes more than people complaining about videogames.

That's where we start building the blueprint for what comes next.

A realistic boxing game can make a hardcore fan out of a casual.

Competition can make every boxing videogame better.

And technology should be used to represent more of boxing,

NOT TO EXPLAIN WHY WE SHOULD ACCEPT LESS OF IT.


Weekly Boxing Show Add-On: A Boxer Has to Be More Than an Action Figure

I keep hearing about how many boxers are in a game and how good their character models look. I appreciate a strong roster and accurate visuals. But when I select a boxer, I want to feel the difference before I ever look at the name above the health bar.

A boxer is more than a face, a pair of trunks, and a few signature punches. What makes that boxer recognizable is how they fight. Do they pressure behind a jab or wait for a counter? Do they cut off the ring or follow their opponent? What happens when they get hurt, tired, frustrated, or forced to fight at a distance they dislike?

That identity needs to come from mechanics, tendencies, attributes, traits, capabilities, and mannerisms working together. Footwork and balance should affect where a boxer can punch from. Defensive habits should shape what openings they leave. A boxer who likes to work inside should know how to get there, what to do there, and when to clinch or step out. A disciplined counterpuncher should not suddenly fight like a reckless pressure boxer just because every character shares the same basic AI.

And ratings alone cannot solve this. Giving one boxer an 88 jab and another an 82 does not tell us when they throw it, why they throw it, how they set it up, or what they do when it stops working. Deep sliders and boxer-specific tendencies should let developers build those decisions into each boxer. Traits should have visible effects, including strengths, limits, and habits an opponent can study and exploit.

That matters for player-controlled boxers too. The controls should let me express a boxer’s style, while their physical capabilities and learned habits give that style its character. If I choose a slick defensive boxer, I should have the tools to create angles and draw mistakes. If I choose a heavy pressure boxer, closing distance should involve positioning, risk, and work. Neither should feel like the same character wearing a different skin.

This is why I push for a realistic boxing game. I want the roster to represent the sport, not just resemble it in screenshots. I want to watch two CPU boxers and recognize their approaches. I want to pick a boxer and learn what makes them effective, what makes them vulnerable, and how they adapt over twelve rounds.

Give me the great likenesses. Give me the entrances, robes, commentary, and presentation. But make the boxer inside the ring worthy of the name on the selection screen. That is the difference between collecting boxing action figures and playing a boxing game that understands boxers.

Question for the community: Which boxer have you played in a game who looked right but fought nothing like themselves? And what specific behavior would have made them feel authentic?

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