Saturday, September 19, 2026

My Opinions Are My Own: I Don't Owe SCI, Ash Habib, or Undisputed 2 Anything!

 

MY OPINIONS ARE MY OWN: I DON'T OWE SCI, ASH HABIB, OR UNDISPUTED 2 ANYTHING!

Why Asking Boxing Fans for Their Opinions Means Accepting Criticism, Not Just Praise

By Poe | The Boxing Videogame Blueprint/Wishlist Blog

Why Ask Boxing Fans for Their Opinions If You Don't Want to Hear Them?

There is something happening within the boxing videogame community that needs to be addressed.

People keep asking boxing fans and gamers what they think about SCI's upcoming Undisputed 2, based on what has been shown so far. However, the moment someone expresses an opinion that is not overwhelmingly positive, certain members of the community become offended.

Why?

Why ask people for their opinions if you are only interested in hearing what you want them to say?

Why should someone have to praise a videogame company, its owner, or an upcoming product simply because other people are excited about it?

Some fans react as though they have personally invested millions of dollars into SCI. They defend the company, its decisions, and its upcoming game with a level of emotional attachment that makes it difficult to have an honest conversation about what has actually been demonstrated.

Let me make something perfectly clear.

My opinions are mine. I don't owe SCI anything. I don't owe Ash Habib anything. I don't owe any videogame developer or publisher my praise, loyalty, or silence.

I am a boxing fan, a former boxer, a longtime boxing videogame enthusiast, and a consumer who has spent decades supporting this genre.

I have every right to express my opinions about the games being developed, especially when those games are being marketed to the very community I have spent years advocating for.

If you ask me what I think, don't get offended when I tell you.

And if my opinion differs from yours, that does not make either of us enemies.

SCI Has Shown Three Boxers, Sunny Edwards Joining the Team, and a Boxing Gym Entrance. Where Is the Actual Gameplay?

Let's be specific about what SCI has shown us regarding Undisputed 2.

So far, SCI has shown three boxers, revealed that retired professional boxer Sunny Edwards is part of the development team, and presented an opening scene featuring the entrance to a boxing gym.

That's it.

We have not been shown a comprehensive demonstration of the actual boxing gameplay, the mechanics, the fighting systems, or the features that will define the sequel.

And yet, some people within the community are already asking fans to express their opinions about the game, only to become offended when those opinions are not overwhelmingly positive.

What exactly are we supposed to be evaluating?

Three boxers?

The involvement of Sunny Edwards?

The entrance to a boxing gym?

I have no problem with SCI bringing a former professional boxer onto its development team. Sunny Edwards has firsthand boxing knowledge that could potentially contribute to the development of more realistic boxing mechanics, boxer-specific behaviors, ring strategy, and the overall fighting experience.

However, his involvement alone does not demonstrate what the finished game will deliver.

Having a professional boxer on a development team does not automatically guarantee that the developers will implement every realistic boxing mechanic he recommends.

It does not guarantee that his knowledge will influence the game's core design.

And it certainly does not establish whether the sequel will address the concerns I have with the original Undisputed.

Likewise, showing three boxers tells us very little about the actual gameplay experience.

And an opening scene featuring a boxing gym entrance does not answer the questions I have about clinching, inside fighting, footwork, defensive mechanics, boxer-specific tendencies, realistic stamina, the career ecosystem, or the various other systems I believe a comprehensive boxing videogame should have.

I cannot evaluate gameplay mechanics that have not been demonstrated.

This is precisely why I remain on the fence about Undisputed 2.

I remember what was presented during the ESBC era, and I remember what we ultimately received with Undisputed.

I am not going to allow promotional material, ambitious statements, or the involvement of recognizable boxing personalities to establish my expectations before I see what the actual game can deliver.

If someone is excited about what SCI has revealed so far, that is perfectly fine.

But don't ask me what I think about Undisputed 2 and then become offended when I tell you that three boxers, a retired boxer joining the development team, and the entrance to a boxing gym are not enough to convince me that the sequel will deliver the realistic boxing experience I have been advocating for.

Show me the boxing. Show me the mechanics. Show me the gameplay systems. Show me the features. Show me what has actually improved over the original Undisputed.

Until then, my position remains unchanged.

I am on the fence.

And I do not owe SCI, Ash Habib, or anyone else an apology for that.

I Remember ESBC. I Remember What Was Shown, and I Remember What We Received.

One of the biggest reasons I am cautious about Undisputed 2 is my experience following the original ESBC project, which eventually became Undisputed.

I remember the early presentations.

I remember the ambitious vision.

I remember the gameplay demonstrations, the discussions about realism, and the expectations that were established around what this boxing videogame could become.

The original project caught my attention because it appeared to be pursuing the type of boxing experience I had wanted for decades.

That is why I followed its development so closely.

That is why I paid attention to what was being presented.

And that is why I have been so vocal about the difference between the original vision and the game that ultimately reached consumers.

From my perspective, the finished version of Undisputed did not fulfill many of the expectations established during the ESBC era.

Features and gameplay systems that I considered essential to a realistic boxing experience were either missing, limited, changed, or did not reach the level of depth I had anticipated.

The absence of a fully developed clinching and inside-fighting system is one example.

The lack of a visible in-ring referee is another.

Then there are the broader concerns involving individual boxer authenticity, defensive depth, movement, stamina, reactions, career mode, and the overall boxing ecosystem.

I am not going to forget those concerns simply because a sequel is being developed.

And I am certainly not going to pretend my experience with the first game is irrelevant when evaluating the second.

If a company wants to rebuild my confidence, it needs to demonstrate meaningful improvements, not ask me to forget what happened before.

That is not hatred.

That is not a personal attack against the developers.

That is a reasonable expectation from someone who has followed the project, supported the boxing videogame genre, and paid attention to its development.

I do not need to see another beautifully presented boxing gym entrance to understand that SCI can produce attractive environments.

I need to see what happens when two boxers step inside the ring.

I want to know whether the sequel addresses the limitations I experienced in the original Undisputed.

And until SCI demonstrates those improvements, I see no reason to make assumptions about the quality or depth of the upcoming game.

Stop Treating Criticism as an Attack Against the Company

One of the biggest problems within the boxing videogame community is the tendency to treat criticism as hostility.

If someone points out that Undisputed lacks certain mechanics, they are accused of hating the game.

If someone questions SCI's development priorities, they are accused of attacking the developers.

If someone says they are not impressed by what has been shown of Undisputed 2, they are told they are being negative.

Why?

Why can't we discuss what is missing from a videogame without someone taking it personally?

If a person says they are excited about Undisputed 2, that is their opinion.

If another person says they are cautiously optimistic, that is their opinion.

If someone else says they have seen nothing that interests them, that is also their opinion.

All three people should be able to express themselves without being attacked.

A videogame company does not need fans policing the community to protect it from criticism.

The developers can demonstrate their work, answer questions, explain their design decisions, and allow the product to speak for itself.

What concerns me is when conversations about gameplay mechanics, technical limitations, and development priorities turn into arguments about whether someone is sufficiently loyal to a company.

We are boxing videogame consumers, not unpaid public relations representatives.

We do not need to defend every decision a company makes.

We do not have to agree with every statement made by its owner.

And we certainly do not have to celebrate every promotional announcement as though it represents a major advancement in boxing videogame development.

I Know Boxing, and I Know What I Want in a Boxing Videogame

Let me address another issue.

I have spent a substantial portion of my life involved in boxing and following the development of boxing videogames.

I have trained, competed, sparred, and experienced what happens inside a boxing ring.

I understand that boxing is not simply two people throwing punches until one of them falls down.

There is positioning, timing, distance management, balance, weight transfer, defensive anticipation, ring generalship, physical conditioning, psychological pressure, and individual fighting identity.

There are situations where a fighter deliberately slows the pace.

There are situations where a boxer needs to clinch because he is hurt.

There are fighters who use their lead hand to establish distance, disguise punches, disrupt their opponents, and control the rhythm of a fight.

There are fighters who work exceptionally well on the inside and others who prefer to maintain distance.

Some boxers pressure opponents intelligently. Others rely on counterpunching, lateral movement, defensive positioning, or carefully timed combinations.

Every boxer should not move, punch, defend, or respond to adversity in the same way.

These distinctions matter when developing a realistic boxing videogame.

When I criticize a boxing game's movement, defensive mechanics, stamina system, punching mechanics, or boxer-specific behavior, my criticism comes from my understanding of boxing and my expectations for how the sport should be represented interactively.

That does not mean every other fan must agree with me.

It means I have a basis for my opinions, and I am entitled to express them.

My boxing experience also does not mean I know every technical challenge involved in developing a videogame. That is why I spend time studying game development, researching implementation methods, and building my Boxing Videogame Blueprint/Wishlist.

I want to understand not only what should exist in a realistic boxing videogame, but also how developers could build it.

I am not asking developers to abandon technology, budgets, scheduling, or production realities. I am asking them to take the depth of boxing seriously when making development decisions.

And when I see something that I believe does not accurately represent boxing, I am going to speak about it.

Ash Habib Is the Owner of SCI. That Does Not Mean I Have to Agree With Him.

I want to make another point very clear.

Ash Habib is the owner and a leading public representative of Steel City Interactive.

He has his vision for Undisputed and its future.

He is entitled to explain that vision, promote his company's products, and discuss the decisions being made by his development team.

But I am also entitled to question those decisions.

If I disagree with something Ash says about boxing realism, authenticity, development priorities, or the direction of the franchise, I have every right to explain why.

I do not have to accept his perspective simply because he owns the company.

I do not have to defend his statements.

I do not have to agree with his interpretation of what boxing fans want.

And I do not have to change my expectations to accommodate the particular direction SCI chooses to pursue.

Respecting someone's position as a company owner does not require agreeing with their decisions or remaining silent about their product.

Likewise, criticizing the direction of a videogame does not mean I am making a personal attack against the people developing it.

There is a difference between questioning a company's decisions and attacking someone's personal character.

My focus is on the product, the development priorities, the boxing mechanics, the features, the gameplay experience, and the expectations established by the company.

That is where the conversation should remain.

The Community Needs to Stop Confusing Excitement With Evidence

There is nothing wrong with being excited about Undisputed 2.

Some people may be pleased with the direction SCI is taking.

Some may enjoy Undisputed exactly as it is.

Others may be interested in a sequel primarily because they want new boxers, better visuals, additional arenas, or more responsive gameplay.

Those preferences are legitimate.

But enthusiasm about a future product is not evidence that the product will deliver everything being discussed.

A new engine does not automatically guarantee realistic boxing.

A larger roster does not automatically guarantee authentic boxer identities.

Improved graphics do not automatically guarantee better mechanics.

And showing three boxers, announcing Sunny Edwards as a member of the development team, and presenting a boxing gym entrance does not establish how the sequel's actual fighting systems will perform.

What matters to me is how those systems function together.

Can a boxer consistently demonstrate his individual style and capabilities?

Can players make strategic adjustments that produce believable results?

Does the CPU understand boxing situations?

Do fatigue, injuries, defensive positioning, offensive output, and tactical decisions produce meaningful consequences?

Can the game represent different boxing eras, fighting styles, rules, and individual boxer tendencies?

Does it offer enough options and sliders for players to configure their preferred experience, with realistic/sim boxing as the default and Hybrid or Arcade gameplay as optional alternatives?

These are the types of questions I want answered before I make a judgment about Undisputed 2.

And if other people are already satisfied with what they have seen, that is their choice.

Their excitement does not obligate me to share it, just as my criticism does not obligate them to agree with me.

I Want Undisputed 2 to Deliver, but My Support Is Not Automatic

Some people seem to believe that criticizing SCI means wanting Undisputed 2 to fail.

That is not my position.

I want the boxing videogame genre to grow.

I want developers to create innovative boxing experiences.

I want SCI, EA, 2K, independent developers, and any other capable company to have the opportunity to develop boxing videogames.

I want consumers to have choices.

And I want competition to encourage developers to deliver more comprehensive, realistic, and feature-rich boxing experiences.

I would welcome a substantial improvement over the original Undisputed.

I would be pleased to see SCI demonstrate a sophisticated inside-fighting system, meaningful individual boxer identities, advanced defensive mechanics, realistic stamina, improved career systems, and the many other features boxing fans have been requesting.

But I am not going to praise features I have not seen demonstrated.

I am not going to assume a system has been improved simply because someone says it has.

And I am not going to purchase or promote a product out of a sense of obligation to its developer.

The quality of the game, the depth of its features, and the credibility of its gameplay demonstrations will determine how I respond to it.

My position can change when new evidence is presented.

That is what being open-minded actually means.

It does not mean abandoning your expectations every time a company announces another project.

Stop Asking for Honest Opinions If You Only Want Agreement

Here is my message to the boxing videogame community.

If you ask me what I think about Undisputed 2, I am going to tell you.

If I am not impressed by what has been shown, I am going to say so.

If SCI demonstrates something that I believe represents a meaningful improvement, I will acknowledge it.

If the company continues to make decisions that I disagree with, I will explain my concerns.

And if someone wants to challenge my criticism with actual gameplay demonstrations, technical explanations, or constructive arguments, I welcome that conversation.

What I am not interested in is being told that I should remain silent because my opinion makes someone uncomfortable.

I am not interested in being pressured to praise a game before I have seen enough evidence to justify that praise.

And I am not interested in treating a videogame company's promotional statements as a substitute for meaningful gameplay demonstrations.

We should be able to discuss these games without treating disagreement as betrayal.

A boxing videogame community that cannot tolerate criticism will have difficulty holding meaningful conversations about how its games can improve.

We should be asking questions, examining what has been shown, identifying what has not been demonstrated, and explaining what we want developers to prioritize.

That is how we can contribute to the future of the genre.

Final Thoughts: My Loyalty Is to Boxing and the Realistic Boxing Videogame Experience I Have Been Fighting For

I have spent decades advocating for a boxing videogame that represents the sport with the depth, authenticity, and realism it deserves.

My expectations did not begin with ESBC.

They did not begin with Undisputed.

And they certainly will not end with Undisputed 2.

SCI is one company developing boxing videogames. It is not the entire genre.

Ash Habib is one company owner with his own vision. His vision does not have to be identical to mine.

I respect the right of developers to make the games they want to make, just as I expect consumers to have the freedom to evaluate those products honestly.

My position on Undisputed 2 is simple.

I am on the fence because I remember the expectations established during the ESBC era, and I have not yet seen enough from Undisputed 2 to convince me that the realistic boxing experience I wanted will be delivered.

Three boxers, Sunny Edwards joining the development team, and an opening scene featuring the entrance to a boxing gym are not enough to answer my questions about the actual gameplay.

That does not mean I have made a final judgment about the sequel.

It means I am waiting for SCI to demonstrate the substance behind its vision.

Until then, I am going to continue asking questions, discussing gameplay systems, advocating for deeper boxing mechanics, and expressing my opinions.

You can agree with me.

You can disagree with me.

You can challenge my arguments.

But don't ask me for my opinion and then expect me to apologize because it is not the one you wanted to hear.

I don't owe SCI anything. I don't owe Ash Habib anything. I don't owe Undisputed 2 automatic praise, promotion, or loyalty.

My loyalty is to boxing, the boxing videogame community, and the realistic boxing experience I have spent decades fighting to see developed.

And I will continue speaking my mind about what I believe that experience should be.

Poe Speaks...

The Boxing Videogame Blueprint/Wishlist Blog

#BringBackESBC #Undisputed2 #Undisputed #SteelCityInteractive #BoxingVideogames #RealisticBoxing #PoeSpeaks #BoxingGamingCommunity

Friday, September 18, 2026

Fight Night Is Reportedly Shelved, Not Officially Dead: Stop Turning Speculation Into EA’s Position




Fight Night Is Reportedly Shelved, Not Officially Dead: Stop Turning Speculation Into EA’s Position

By Poe

The boxing videogame community needs to make an important distinction.

A media report is not an official EA announcement.

On September 18, 2026, Mike Straw of Insider Gaming reported that the original plans for a potential return of EA Sports Fight Night had been cancelled. According to Straw's sources, that decision was made around a year ago, after work on the project had already been paused. The report also says that this does not necessarily mean Fight Night is permanently dead and that anything that happens with the franchise in the future would essentially be a new plan.

That's important reporting.

I'm not dismissing Mike Straw.

I'm not saying his sources are wrong.

I'm asking something completely different:

Where is EA's announcement?

Where is the EA Sports press release?

Where is the interview with an EA executive saying:

"Fight Night has been permanently cancelled."

Where is EA saying:

"Boxing games don't make enough money."

Where is EA saying:

"Fight Night Champion sold poorly, so we abandoned boxing."

Where is EA saying:

"A boxing videogame doesn't move the needle."

Those are the statements I keep seeing people make.

But those aren't the statements contained in EA's public communications that I've found.

There is a massive difference between reporting that one version of a project was cancelled and declaring that EA has decided the Fight Night franchise has no commercial future.

Those are not interchangeable statements.

Stop Adding Your Own Explanation To The Report

This is one of the biggest problems with gaming conversations online.

A report comes out saying one thing.

Within hours, people start adding five more things to it.

The report says:

The original Fight Night plans were cancelled.

Then social media turns that into:

"EA knows boxing doesn't sell."

Then:

"Fight Night Champion flopped."

Then:

"EA can't make money from boxing."

Then:

"EA is in debt, so Fight Night is impossible."

Then:

"Why would anybody even ask EA for another Fight Night?"

Hold on.

Those are separate claims.

If you want to make those claims, bring evidence for those claims.

Don't attach them to Mike Straw's reporting and make it sound like EA said them.

The Insider Gaming report specifically describes the original plans as cancelled. It also says a future return could still be discussed and that anything moving forward would be "brand new."

That sounds very different from:

"EA officially killed Fight Night forever because boxing doesn't sell."

Where Is The Evidence That Fight Night Champion Killed The Franchise?

Another argument I keep hearing is:

"Fight Night Champion didn't sell, and that's why EA stopped making Fight Night."

Okay.

Show me the EA source.

Not somebody's Reddit post.

Not something somebody remembers hearing.

Not somebody else's YouTube video.

Not, "Everybody knows that."

Show me where EA said that Fight Night Champion's sales were the determining reason it stopped producing Fight Night games.

EA's own 2011 announcement described Fight Night as one of its most critically acclaimed sports franchises and presented Fight Night Champion as a major continuation of that series. EA promoted more than 50 licensed boxers, Champion Mode, Legacy Mode, Online Gyms, physics-based gameplay and a new stamina system.

That doesn't prove Champion was enormously profitable.

It also doesn't prove the opposite.

That is exactly the point.

If we're going to make financial claims, let's use financial evidence.

And We're Talking About A Game Released In 2011

Fight Night Champion was released on March 1, 2011 in North America.

It is now 2026.

We're talking about a 15-year difference.

Why are people trying to use one videogame released in 2011 as a permanent financial forecast for the boxing videogame market?

Think about how much the videogame industry has changed.

Digital distribution has changed.

Streaming has changed.

YouTube has changed.

Social media has changed.

Influencer marketing has changed.

DLC has changed.

Seasonal content has changed.

Online ecosystems have changed.

Cross-platform gaming has changed.

User-generated content has changed.

Live-service structures have changed.

Development technology has changed.

Sports-game monetization has changed.

And boxing itself has changed.

You cannot simply take the marketplace surrounding a PlayStation 3 and Xbox 360 boxing game from 2011 and declare that it permanently defines the commercial ceiling for a PlayStation 5, Xbox Series and PC boxing title in 2026 or beyond.

That's not serious market analysis.

SCI Already Demonstrated That People Will Spend Money On Boxing

This is another reason I reject the casual statement that:

"Boxing doesn't move the needle."

Steel City Interactive entered this market as a new studio.

It didn't have EA Sports' decades of brand recognition.

It didn't have Madden.

It didn't have FIFA/EA Sports FC.

It didn't have UFC.

It didn't have EA's marketing infrastructure.

It didn't have decades of AAA sports-development experience.

Yet Undisputed sold more than one million copies within its first week following full release, according to reporting at the time.

Read that again.

A new studio made a boxing videogame and passed one million sales.

That doesn't tell us exactly how large the maximum market for boxing games is.

It doesn't tell us what EA Fight Night would sell.

It doesn't guarantee that every boxing videogame will succeed.

But it certainly demonstrates that people will spend substantial money on a modern boxing videogame.

"They Were Just Starved For Boxing"

I hear this response constantly:

"Undisputed only sold because boxing fans were starved for a boxing game."

How do we know that was the primary reason?

Where is the research?

Where is the customer survey?

Where are the purchasing-behavior studies?

Where is the data separating customers into:

  • people who bought it because there hadn't been a major boxing game in years;

  • people who bought it because they love boxing;

  • people attracted by licensed fighters;

  • people attracted by online competition;

  • people attracted by career mode;

  • casual sports gamers;

  • Fight Night fans;

  • people discovering boxing games for the first time?

Without those numbers, saying "it was only starvation" is also speculation.

Could pent-up demand have contributed?

Of course.

In fact, I would expect it to have contributed.

But that doesn't somehow make the money disappear.

If thousands or millions of consumers wanted a boxing videogame badly enough to purchase one, that's still demand.

Pent-up demand is demand.

Those customers still opened their wallets.

They still bought the product.

The marketplace still responded.

You cannot simultaneously say people desperately wanted a boxing videogame and then use that desperation as evidence that there isn't a boxing videogame market.

Those arguments contradict each other.

SCI's Next Move Makes The Discussion Even More Interesting

Steel City Interactive isn't walking away from boxing.

On April 29, 2026, SCI founder Ash Habib publicly announced that the company was ending further content drops for the original Undisputed and shifting its resources toward a sequel.

More importantly, Habib said the next game would be built from the ground up using Unreal Engine and different architectural decisions.

SCI also reported some enormous engagement figures for Undisputed:

208 million fights.

125 million knockouts.

107 million careers launched.

Again, those numbers don't tell us exactly what another boxing game would earn.

But let's use common sense when discussing the market.

A company created its first boxing game.

The game passed one million sales shortly after its full release.

Players generated hundreds of millions of fights.

Now the company is investing development resources into rebuilding its boxing experience on Unreal Engine.

And we're supposed to conclude:

"There's no money in boxing videogames."

I need considerably more evidence before accepting that argument.

Now Imagine EA Sports Entering That Market Properly

This is where the conversation becomes much more interesting.

Forget simply remastering Fight Night Champion.

Forget making Fight Night Champion 2.

Imagine EA Sports examining what a boxing videogame could actually become today.

A modern Fight Night could potentially combine:

Deep realistic/sim boxing mechanics.

Optional Hybrid and Arcade settings.

Hundreds of boxer tendencies.

Capabilities.

Traits.

Attributes.

Mannerisms.

Signature punches.

Individual defensive styles.

Realistic inside fighting.

Clinching.

Footwork.

Ring positioning.

Corner systems.

Trainer systems.

Promoters.

Managers.

Gyms.

Stables.

Amateur boxing.

Multiple sanctioning organizations.

Rankings.

Regional titles.

World championships.

Historical eras.

Classic boxers.

Modern boxers.

Women's divisions.

Career ecosystems.

Promoter careers.

Trainer careers.

Offline universe systems.

Online career systems.

CPU-versus-CPU fights.

Deep Create-A-Boxer.

Create-A-Gym.

Create-A-Promotion.

Create-A-Belt.

Create-A-Ring.

Create-A-Arena.

Create-A-Broadcast.

Custom rulesets.

Shareable creations.

Community rosters.

Historic fight recreation.

Broadcast packages.

Commentary systems.

Statistics.

Records.

Rivalries.

Contract negotiations.

Dynamic boxing markets.

And separate online and offline systems so one side of the game doesn't have to compromise the other.

Then add optional expansion content involving fighters, eras, venues, equipment, presentation packages and other additions without intentionally stripping the base game of depth.

Has EA ever tested that product in today's marketplace?

No.

So how can anyone know its commercial ceiling?

Fight Night's Brand Still Exists On EA's Own Website

There is another detail worth pointing out.

EA's official website still maintains a Fight Night franchise page describing the series and Fight Night Champion.

That doesn't mean EA is secretly developing Fight Night.

It doesn't mean an announcement is coming.

It doesn't prove anything about future development.

I'm mentioning it for exactly the opposite reason.

We should stick to what things actually prove.

The page proves EA still hosts an official Fight Night franchise presence.

Mike Straw's reporting indicates that a previous development plan was cancelled.

SCI's sales demonstrate meaningful consumer spending on a modern boxing videogame.

SCI's 2026 announcement proves it is developing another boxing title using Unreal Engine.

That's what we know.

Everything beyond that needs evidence.

There's Nothing Wrong With Reporting. The Problem Is Turning Reporting Into Something It Didn't Say.

People need to understand my position here.

I'm not attacking Mike Straw.

Investigative reporting frequently depends on sources who cannot publicly identify themselves.

The Insider Gaming story could be completely accurate.

My issue is with people reading:

"Original plans for Fight Night have been cancelled."

And repeating it as:

"EA officially announced Fight Night is dead because boxing games don't make money."

Mike's article doesn't establish that.

EA hasn't publicly established that in anything I've found.

Those are two different things.

If EA Says It, Then We Have Something Concrete To Debate

If EA comes out tomorrow and says:

"We evaluated the boxing market and determined another Fight Night wouldn't meet our required return on investment."

Fine.

Now we have an EA position to discuss.

If EA releases internal projections showing the licensing costs, development budget, expected sales and projected return don't work, then we can examine those numbers.

If an EA executive says Fight Night Champion's commercial performance directly caused the franchise to be discontinued, bring me that interview.

I'll read it.

That's evidence.

But until then, people shouldn't transform theories into historical facts.

The Question Isn't "Why Ask For Fight Night Again?"

Someone asked:

"Fight Night Champion having bad sales played a huge part in the franchise being dropped. Why ask for it again?"

My answer is simple.

Because we're not living in 2011.

Because the market has changed.

Because gaming has changed.

Because boxing has changed.

Because development technology has changed.

Because monetization has changed.

Because consumers have changed.

And because another company has already demonstrated that there remains commercially meaningful interest in boxing videogames.

The more useful question is:

What Could A Properly Designed Modern Boxing Videogame Actually Do In Today's Market?

Nobody knows the full answer.

Not me.

Not somebody on Twitter.

Not somebody on Reddit.

Not somebody saying, "Boxing doesn't move the needle."

You find out by researching the market, surveying consumers, understanding boxing fans, studying sports gamers, analyzing budgets and ultimately creating a product capable of testing the opportunity.

That is why I've pushed for independent surveys for years.

Get the data.

Ask boxing fans.

Ask Fight Night players.

Ask Undisputed players.

Ask casual sports gamers.

Ask people who stopped playing boxing games.

Ask people who would buy one.

Ask what features they expect.

Ask whether they want realistic/sim, Hybrid or Arcade options.

Ask what would make them spend $70.

Ask what would make them stay for five years.

Ask what would make them purchase expansions.

Then we can have a serious business conversation.

Show Me The Receipts

Until EA publicly comments, I'm separating what has been reported from what people are assuming.

As of September 18, 2026:

Reported: Insider Gaming says the original plans for a Fight Night return were cancelled around a year ago and that any future attempt would essentially start with a new plan.

Confirmed by SCI: Steel City Interactive is developing a sequel to Undisputed in Unreal Engine after deciding its future ambitions required rebuilding with different architecture.

Documented commercially: Undisputed passed one million sales shortly after its full launch.

What I have not found is an EA public announcement saying:

"Fight Night is permanently dead."

I have not found EA saying:

"Fight Night Champion's poor sales killed the franchise."

And I have not found EA saying:

"Boxing videogames don't move the needle."

If those statements exist, show them to me.

I'll gladly read them.

But don't take speculation, attach EA's name to it and present it as an established fact.

There is nothing wrong with saying:

"I don't think EA believes another Fight Night is financially worthwhile."

That's an opinion.

There is nothing wrong with saying:

"Based on the information available, I believe EA is prioritizing other projects."

That's an interpretation.

But saying:

"EA dropped Fight Night because Champion didn't sell and boxing doesn't move the needle"

requires evidence.

So show me the interview.

Show me the earnings call.

Show me the executive quote.

Show me the EA press release.

Show me the market research.

Show me the numbers.

Show me the receipts.

Because until EA speaks publicly, a reported cancellation of one Fight Night development plan should not be turned into an official declaration about the financial future of boxing videogames.

Why Online And Offline Modes Should Work Separately In A Realistic Boxing Videogame

 

Why Online And Offline Modes Should Work Separately In A Realistic Boxing Videogame

Yes, it is absolutely doable.

The important distinction is this:

Online and offline should share the same core boxing engine, but they should not be forced to share the same authority, networking, save structure, restrictions, tuning, progression rules, or service dependencies.

You do not want developers building two completely different boxing games. You want one boxing simulation foundation with multiple execution environments.

That architecture fits the kind of realistic/sim boxing game you have been describing.

1. The Fundamental Architecture

Think of the game as three layers:

                BOXING CORE
                     │
        ┌────────────┴────────────┐
        │                         │
 OFFLINE EXECUTION         ONLINE EXECUTION
        │                         │
 Local Authority           Server Authority
 Local Saves               Server/Account Data
 Full Customization        Validated Rules
 CPU Ecosystem             Network Synchronization
 Mods/Creations            Anti-Cheat
 Custom Sliders            Matchmaking
 CPU vs CPU                Rankings
 Universe                  Competitive Integrity

The Boxing Core remains common.

That core contains things such as:

  • punch mechanics

  • footwork

  • locomotion

  • stamina

  • damage

  • knockdowns

  • knockouts

  • cuts and swelling

  • blocking

  • parries

  • slipping

  • weaving

  • clinching

  • inside fighting

  • boxer tendencies

  • boxer capabilities

  • attributes

  • traits

  • mannerisms

  • physics

  • weight transfer

  • collision detection

  • judging

  • referee logic

  • fouls

  • corner systems

  • AI decision-making

  • animation selection

  • procedural animation

  • boxer identity

Then the game decides who has authority over that simulation.

That distinction changes almost everything.

Epic's current Unreal Engine documentation describes multiplayer around essentially this concept. A server can be authoritative over the true state while clients maintain synchronized approximations of that state. Dedicated servers can run headlessly with no local player controlling the authoritative machine. (Epic Games Developers)


2. Offline Should Be Locally Authoritative

When you play offline, your machine should be the authority.

There is no technical reason for a single-player boxing match to ask an external server:

"Did that punch land?"

Your local simulation already knows.

For example:

Player throws left hook
        ↓
Input System
        ↓
Punch Controller
        ↓
Animation / Procedural Motion
        ↓
Collision Detection
        ↓
Impact Calculation
        ↓
Damage + Balance + Reaction
        ↓
Local Fight State Updated

Everything happens locally.

That means no network latency is involved in determining the result.


3. Online Should Be Server Authoritative

Online presents a different problem.

Suppose Boxer A's PlayStation says:

I landed the punch.

But Boxer B's PC says:

He missed me.

Someone must determine the official result.

That should generally be the authoritative server.

PLAYER A
   ↓
Input
   ↓
Prediction
   ↓
SERVER
   ↓
Authoritative Simulation
   ↓
Validated Punch Result
   ↓
PLAYER A + PLAYER B

This is the model Unreal Engine supports for network multiplayer. Epic specifically describes the server as moderating the true game state while clients receive replicated state. (Epic Games Developers)

That matters enormously for boxing because timing can be measured in milliseconds.


4. This Does Not Mean Online Boxing Has To Become Arcade

This distinction is critical.

Some developers make the mistake of simplifying gameplay because networking becomes difficult.

That does not mean sophisticated boxing mechanics are incompatible with online play.

Instead, the online implementation has to account for:

  • latency

  • packet loss

  • input prediction

  • reconciliation

  • synchronization

  • authority

  • physics replication

  • hit validation

  • rollback or resimulation where appropriate

Unreal Engine now supports several networked physics approaches, including predictive interpolation and physics resimulation for server-authoritative objects. (Epic Games Developers)

So the solution should not automatically be:

"Remove the complicated boxing."

The better engineering question is:

How do we synchronize the complicated boxing?


5. Why Forcing Offline And Online To Behave Identically Can Hurt The Game

This is where I think your Blueprint should be particularly firm.

If developers make every offline feature obey online restrictions, offline becomes unnecessarily compromised.

Imagine the developers say:

"We can't allow this because it wouldn't work competitively online."

But you're playing against the CPU.

Why should competitive matchmaking limitations govern your private universe?

They usually should not.

For example, offline could permit:

FeatureOfflineCompetitive Online
Gameplay slidersFull controlValidated ruleset
Custom boxer attributesUnlimitedValidated
ModsYes, platform permittingRestricted
CPU vs CPUYesOptional
Experimental physicsYesRestricted
Custom refereesYesContract dependent
Custom judgingYesContract dependent
Custom roundsYesMatch rules
Historic rulesYesMatch rules
15-round fightsYesSupported rulesets
Created organizationsYesPrivate/community leagues
Created beltsYesPrivate/community leagues
Custom damageYesContract controlled
Career editingYesServer validation if competitive
Save manipulationLocalNot allowed for ranked progression

That is separation working correctly.


6. Offline Should Never Require Matchmaking Infrastructure

An offline fight should basically work like this:

Start Game
     ↓
Load Local Profile
     ↓
Load Boxer Database
     ↓
Load Rules
     ↓
Load Arena
     ↓
Start Simulation

Not:

Start Game
     ↓
Contact Authentication Server
     ↓
Contact Gameplay Server
     ↓
Check Live Services
     ↓
Download Permission
     ↓
Start Offline Fight

For a boxing game with a large single-player ecosystem, forcing server dependencies into offline play creates unnecessary failure points.

Internet outage?

Offline still works.

Publisher servers down?

Offline still works.

Servers permanently shut down ten years later?

Offline still works.

That is especially important for sports-game preservation.


7. Offline Career Should Be Its Own Ecosystem

This becomes even more important with the career system you have been designing.

Your offline universe could contain:

2,000+ Generated/Created Boxers
       +
Promoters
       +
Managers
       +
Trainers
       +
Gyms
       +
Organizations
       +
Commissions
       +
Rankings
       +
Media
       +
Venues
       +
Sponsors
       +
Broadcast Networks
       +
Historical Rules
       +
Fight Cards
       +
Injuries
       +
Contracts
       +
Rivalries
       +
Retirements
       +
New Generations

That universe should live in a local or optionally cloud-backed persistent database.

It shouldn't need to query competitive online servers every time something happens.

Unreal provides customizable save systems specifically designed for developers to persist different types of game state across sessions, including separate save classes and multiple save files. (Epic Games Developers)

That is useful for the Blueprint because you could separate:

ProfileSave
UniverseSave
CreationSave
CareerSave
SettingsSave
StatisticsSave
RulesetSave
ReplaySave

instead of stuffing everything into one save file.


8. Online Career Should Be Different

Online career creates additional concerns.

You now have:

  • cheating

  • altered save files

  • manipulated attributes

  • duplicated currencies

  • fraudulent records

  • disconnects

  • matchmaking

  • rankings

  • championships

  • leaderboards

  • tournament results

  • player identity

  • cross-platform synchronization

Those systems need stronger authority.

An online fighter might therefore have:

SERVER PROFILE

Boxer ID
Player ID
Record
Rank
Attributes
Progression
League
Titles
Match History
Penalty History
Disconnect Record
Validation Hash
Creation Eligibility

The user's local machine can display that information, but it should not simply be allowed to declare:

Power = 100
Speed = 100
Record = 387-0

and have the server accept it.


9. But Created Boxers Should Still Be Usable Online

This is another area where separation allows freedom without destroying competitive integrity.

Created boxers shouldn't automatically be banned from online play.

Instead, the game can validate them.

For example:

CREATED BOXER
     ↓
Online Validation
     ↓
Check:
Height
Weight
Reach
Attributes
Perks
Traits
Equipment
Illegal Data
Ruleset
     ↓
Approved
     ↓
Online Match

Different modes could have different validation levels.

Ranked

Strict regulation.

Official Boxers
or
Validated Created Boxers

Unranked

Much more flexible.

Custom Attributes
Custom Sliders
Custom Rules
Custom Boxers

Private Fight

Almost anything the participants mutually agree upon.

YOUR HOUSE
YOUR CONTRACT
YOUR RULES

That fits your Contract Rule Card concept extremely well.


10. The Contract Rule Card Becomes The Bridge

Instead of forcing the entire player base into one gameplay setup, online players negotiate or select the match conditions.

Example:

POE BOXING
FIGHT CONTRACT

Weight:
Heavyweight

Rounds:
12

Round Length:
3:00

Damage:
Realistic

Stamina:
Realistic

Flash Knockdowns:
ON

Standing Eight Count:
OFF

Three Knockdown Rule:
OFF

Saved By Bell:
Final Round Only

Clinch Frequency:
Realistic

Referee Strictness:
Moderate

Judging:
10-Point Must

Created Boxers:
Allowed

Custom Boxer Validation:
ON

Both players accept.

Then the server loads that ruleset.

So online customization does not have to disappear.

It simply becomes explicitly agreed and validated.


11. This Is Why I Would Not Force Mandatory "Sim / Hybrid / Arcade Servers"

Your design can support these philosophies without unnecessarily fragmenting players.

Instead, gameplay components can be configurable.

For instance:

Realistic Damage
Realistic Stamina
Advanced Footwork
Advanced Clinching
Advanced Inside Fighting
Simulation Judging
Realistic Fouls
Realistic Referee
Advanced Injuries
Boxer-Specific AI

The realistic/sim configuration can remain the default design target.

Players who want modifications can create them.

That is much more flexible than creating three completely different boxing engines.


12. One Core Boxing Engine

This is probably the most important engineering requirement in the entire proposal.

Do not create:

OfflineBoxingEngine.cpp

OnlineBoxingEngine.cpp

with independent implementations of every mechanic.

That becomes a maintenance nightmare.

Instead:

BoxingSimulationCore
│
├── CombatResolver
├── PunchSystem
├── DefenseSystem
├── FootworkSystem
├── ClinchSystem
├── InsideFightingSystem
├── DamageSystem
├── StaminaSystem
├── BalanceSystem
├── InjurySystem
├── RefereeSystem
├── JudgingSystem
├── BoxerIdentitySystem
└── RulesEngine

Then:

OfflineAuthorityAdapter

and

OnlineAuthorityAdapter

control how that simulation is executed.


13. Example: Punch Resolution

Suppose Muhammad Ali throws a right hand at Joe Frazier.

The underlying calculation could be:

Punch Result =
Punch Type
+ Boxer Capability
+ Punch Attribute
+ Timing
+ Accuracy
+ Range
+ Foot Placement
+ Weight Transfer
+ Momentum
+ Fatigue
+ Damage State
+ Opponent Movement
+ Defensive State
+ Collision Location

Offline:

Local computer calculates result.

Online:

Client predicts result.
Server validates result.
Clients reconcile with server.

Same formula.

Different authority.

That is what you want.


14. Boxer Identity Should Also Be Shared

This is very important for your Identity Atom approach.

Suppose Frazier has:

Pressure Bias = 0.92
Left Hook Preference = 0.95
Forward Movement = 0.94
Body Attack Preference = 0.88
Inside Fighting Capability = 0.96
Slip Preference = 0.82
Long Range Preference = 0.18
Clinching Preference = 0.31

Those values should mean the same thing offline and online.

Otherwise you get:

Offline Frazier

and

Online Frazier

behaving like different boxers.

You don't want that.

Identity should be universal.

Authority should be separate.


15. Physics Should Be Shared, Networking Should Not Dictate The Offline Physics

This deserves special emphasis.

Suppose your game has:

  • foot planting

  • balance

  • weight transfer

  • glove collision

  • body collision

  • ropes physics

  • knockdown physics

  • clinch interaction

  • simultaneous punches

  • momentum

  • procedural reactions

Developers should build those systems first around a stable simulation.

Then determine which state needs to be synchronized online.

They shouldn't necessarily downgrade the local simulation simply because every physical value cannot economically be transmitted over the network every frame.

Networked games selectively replicate information. Unreal's replication systems are specifically designed around deciding what needs to be synchronized and how. (Epic Games Developers)


16. Simultaneous Punches Are A Perfect Example

Your simultaneous-punch system benefits heavily from proper authority separation.

Imagine:

Fighter A begins right hook at Frame 4021
Fighter B begins left hook at Frame 4022

Both punches could legitimately land.

You don't want the game to say:

A connected first.
Therefore B's punch disappears.

Instead the server can evaluate the authoritative simulation frame and determine:

A lands at T+172ms
B lands at T+179ms

Then apply:

Impact A
Impact B
Balance changes
Damage
Stun
Knockdown conditions
Animation reactions

potentially resulting in:

  • double knockdowns

  • simultaneous stuns

  • punch trades

  • one boxer falling after landing

  • both remaining upright

  • one punch altering the second punch's effectiveness

Offline can run exactly the same resolution locally.


17. Offline AI Can Be Much More Ambitious

Here is another big advantage.

Offline doesn't have to worry about internet bandwidth.

That means CPU boxer AI can potentially process much richer state.

For example:

Opponent tendencies
Previous rounds
Corner advice
Scoring situation
Fatigue
Cut severity
Opponent injuries
Reach disadvantage
Body damage
Punch history
Counter vulnerability
Ring position
Fight importance
Career consequences
Trainer philosophy
Boxer personality
Confidence
Fear
Desperation

The CPU could change strategy organically.

You shouldn't restrict that because the same information isn't being transmitted between two human players online.


18. CPU Versus CPU

This architecture also makes your CPU-vs-CPU requirement easy conceptually.

Offline:

Boxer AI A
      ↓
Boxing Simulation
      ↑
Boxer AI B

There doesn't even need to be a human-controlled boxer.

That enables:

  • spectator mode

  • promoter mode

  • manager mode

  • universe simulations

  • tournament simulations

  • AI championships

  • historical fantasy fights

  • testing boxer identities

  • developer balancing

  • telemetry collection

This would be extremely useful for validating whether boxer identity actually works.


19. Offline Creation Suite Can Be Nearly Unrestricted

Your Creation Suite should benefit massively from this separation.

Offline users could create:

  • boxers

  • trainers

  • managers

  • referees

  • judges

  • promoters

  • gyms

  • stables

  • organizations

  • belts

  • arenas

  • rings

  • brands

  • broadcasters

  • media outlets

  • commissions

  • regions

  • rulesets

  • tournaments

  • fight cards

without asking an online server for permission.

Online sharing is a separate service.

That's cleaner.


20. Creation Data Should Have Different Security Classes

I would actually specify this to developers.

Class A: Local Only

Anything allowed.

Custom Boxers
Custom Organizations
Fantasy Attributes
Mods
Modified Physics Settings
Experimental Rules

Class B: Shareable

Uploaded creations pass basic validation.

File integrity
Size
Format
Content rules
Compatibility

Class C: Online Unranked Eligible

Stronger gameplay validation.

Class D: Ranked Eligible

Strict competitive validation.

Now the game doesn't have to limit offline creativity just because ranked competition exists.


21. Offline Sliders Can Be Extremely Deep

Your game could have 200 gameplay sliders if you wanted.

Examples:

Punch Damage
Power Scaling
Stamina Drain
Recovery Rate
Footwork Speed
Momentum
Counter Window
Flash KO Probability
Cut Probability
Swelling Rate
Clinching Success
Clinch Break Speed
Inside Fighting Frequency
Referee Strictness
Foul Detection
Judging Bias
Rope Interaction
Guard Degradation
Block Fatigue
Reaction Delay
AI Aggression
AI Risk Taking

Offline:

Full access.

Online ranked:

Developer-certified preset.

Online unranked:

Custom slider package.

Private online:

Host-created contract.

Again, no reason one environment must destroy the flexibility of another.


22. Offline Progression Should Not Be Tied To Online Economy

Another major separation.

Do not make offline career progression depend on:

Online Tokens
Server Currency
Live-Service Currency
Battle Pass
Daily Login Rewards
Online Store Availability

If someone wants to play a 30-year boxing career completely offline, let them.

Their career economy can contain:

Purses
Trainer Fees
Manager Cuts
Promoter Cuts
Travel Expenses
Camp Costs
Sponsorship
PPV Revenue
Ticket Revenue
Merchandise
Taxes
Medical Costs
Gym Costs

That is the boxing universe economy.

Online monetization is an entirely different business layer.


23. Server Shutdown Should Not Kill The Boxing Game

This is one of the strongest arguments for the architecture.

Imagine someone buying your ideal boxing game in:

2028

and still playing it in:

2045.

If the servers no longer exist, they should still have:

Exhibition
Career
Universe
Create-A-Boxer
Create-A-Gym
Create-A-Promotion
CPU vs CPU
Tournaments
Historical Seasons
Custom Rules
Custom Sliders
Local Multiplayer
Training
Sparring
Replay
Statistics

Online matchmaking disappearing should mean:

Online functionality no longer works.

It should not mean:

Most of your boxing game no longer works.


24. Online Doesn't Need To Contain The Entire Offline Universe

This also saves money.

Developers don't necessarily need to replicate thousands of universe actors between players.

Instead:

OFFLINE UNIVERSE

3,000 Boxers
100 Promoters
250 Trainers
80 Organizations
Thousands of simulated events

can exist locally.

Online only needs the information relevant to the current interaction.

For example:

Current Fight
Fighter A
Fighter B
Officials
Rules
Arena State
Clock
Round State
Corner State
Match Metadata

That dramatically reduces complexity.


25. The Game Could Support An Optional Online Universe

Eventually you could build:

Shared Online Boxing World

where players become:

  • boxers

  • managers

  • trainers

  • promoters

  • gym owners

  • matchmakers

But that should be a separate service architecture, not a requirement for offline Universe Mode.

This is important.

Otherwise every ambitious single-player system becomes dependent on MMO-style infrastructure.


26. Disconnects Become Easier To Handle

Your existing Blueprint idea of allowing AI to assume control when somebody disconnects fits perfectly.

Example:

Player Disconnects
       ↓
Server detects disconnect
       ↓
Pause / grace period
       ↓
Reconnect?
   YES       NO
    │         │
Resume     CPU Takes Over

Then the match can continue.

Possible rules:

Ranked:
Disconnect loss may still apply.

Unranked:
CPU takeover optional.

Private:
Contract decides behavior.

Tournament:
League rules determine outcome.

Again, separate systems provide flexibility.


27. Online Anti-Cheat Should Never Restrict Offline Experimentation

Suppose someone changes:

PunchPower = 300
Gravity = 0.8
StaminaDrain = 0.1

offline.

Who cares?

Let them have fun.

But online:

Server expects:
PunchPower ≤ RulesetMaximum

If client reports:

PunchPower = 300

server rejects it.

This allows a game to be highly customizable without destroying online competition.


28. Separate Statistics Too

I'd create at least:

Offline Statistics
Online Ranked Statistics
Online Unranked Statistics
Career Statistics
Universe Statistics
Tournament Statistics
CPU Statistics

Do not mix:

99-0 CPU record

with:

99-0 Ranked Human record

They're different accomplishments.

The database should know the distinction.


29. Replays Can Still Share Technology

Interestingly, good architecture can produce secondary benefits.

Epic's replay technology works using replicated gameplay information and can support single-player as well as multiplayer sessions. (Epic Games Developers)

So developers could design:

Fight Event Stream

containing:

Input
Movement
Punch
Impact
Damage
Knockdown
Referee Call
Round Event
Score
Corner Event

That information could power:

  • instant replay

  • fight replay

  • highlights

  • commentary analysis

  • judging review

  • statistics

  • AI training

  • developer telemetry

  • bug reproduction

That is exactly the kind of reusable systems architecture your Blueprint should encourage.


30. Developer Architecture I Would Recommend

I would structure your game approximately like this:

POE BOXING CORE
│
├── Boxer Identity Engine
├── Combat Engine
├── Physics Engine
├── Animation Engine
├── Rules Engine
├── Damage Engine
├── Stamina Engine
├── Footwork Engine
├── Clinch Engine
├── Inside Fighting Engine
├── Referee Engine
├── Judging Engine
├── AI Engine
├── Statistics Engine
│
├─────────────── OFFLINE LAYER
│                   │
│                   ├── Local Authority
│                   ├── Local Career
│                   ├── Universe
│                   ├── Local Saves
│                   ├── CPU vs CPU
│                   ├── Creation Suite
│                   ├── Custom Sliders
│                   ├── Mods
│                   └── Local Multiplayer
│
└─────────────── ONLINE LAYER
                    │
                    ├── Server Authority
                    ├── Matchmaking
                    ├── Ranked
                    ├── Unranked
                    ├── Private Rooms
                    ├── Contract Rules
                    ├── Anti-Cheat
                    ├── Network Prediction
                    ├── Reconciliation
                    ├── Online Rankings
                    ├── Online Career
                    └── Creation Validation

That's the structure I would hand to developers.


31. The Rules Engine Is The Secret Sauce

Rather than hardcoding twenty versions of boxing, create a central:

BoxingRuleset

Something resembling:

struct FBoxingRuleset
{
    int32 NumRounds;
    float RoundDuration;
    bool bStandingEightCount;
    bool bThreeKnockdownRule;
    bool bSavedByBell;
    bool bFlashKnockouts;
    bool bClinchEnabled;
    bool bAdvancedInsideFighting;
    bool bRealisticStamina;
    bool bRealisticDamage;
    bool bFoulsEnabled;

    EJudgingSystem JudgingSystem;
    ERefereeStrictness RefereeStrictness;
    EDamageModel DamageModel;
};

Offline loads:

Poe_Custom_1970s_Ruleset

Online loads:

Ranked_Heavyweight_Ruleset

Private lobby loads:

Poe_vs_Taran_Custom_Contract

Same engine.

Different data.


32. Boxer Data Should Work The Same Way

For example:

BoxerDefinition
│
├── Biography
├── Measurements
├── Attributes
├── Capabilities
├── Tendencies
├── Traits
├── Mannerisms
├── Punch Library
├── Defense Library
├── Footwork Style
├── Clinch Style
├── AI Decision Bias
├── Animation Profile
└── Career Metadata

Offline and online read from the same boxer identity definition.

Online adds validation.

Offline doesn't need it.


33. Why This Architecture Actually Helps Developers

It isn't just good for players.

It helps the development team.

Testing

They can test boxing locally without network infrastructure.

Debugging

If a punch behaves incorrectly offline, it is likely a combat problem.

If it works offline but fails online, it's probably a replication or reconciliation problem.

That separation drastically improves debugging.

Automation

Thousands of CPU fights can run headlessly.

Balancing

Developers can simulate:

Ali vs Frazier
10,000 fights

and inspect statistics.

Networking

Network engineers work on synchronization without rewriting combat.

Career Team

Career programmers can develop the universe independently.

Creation Team

Creation systems aren't coupled to matchmaking.

That's good software engineering.


34. It Also Makes Development More Scalable

Different teams can own different modules.

Combat Team
AI Team
Physics Team
Animation Team
Career Team
Creation Team
Online Team
Services Team
Presentation Team
Statistics Team

They communicate through defined interfaces.

That's far better than building one giant interconnected system where changing career mode somehow breaks online punching.


35. The Wrong Approach

Avoid this:

ONLINE REQUIREMENTS
        ↓
Simplify physics
        ↓
Simplify AI
        ↓
Remove sliders
        ↓
Limit creation
        ↓
Remove custom rules
        ↓
Make career server dependent
        ↓
OFFLINE suffers too

That is backwards.


36. The Better Approach

Do this:

BUILD THE BOXING MODEL
        ↓
BUILD BOXER IDENTITY
        ↓
BUILD RULESET SYSTEM
        ↓
BUILD OFFLINE AUTHORITY
        ↓
BUILD NETWORK AUTHORITY
        ↓
DETERMINE WHAT MUST REPLICATE
        ↓
ADD PREDICTION + RECONCILIATION
        ↓
ADD COMPETITIVE VALIDATION

Now networking becomes an implementation layer rather than the design philosophy of the entire game.


37. What Must Be Identical Online And Offline

These should generally share their fundamental logic:

  • punch trajectories

  • range

  • reach

  • boxer dimensions

  • collision logic

  • damage formulas

  • fatigue formulas

  • weight transfer

  • foot planting

  • balance

  • defensive mechanics

  • boxer tendencies

  • boxer capabilities

  • traits

  • attributes

  • animation logic

  • referee logic

  • judging rules

  • knockdown evaluation

  • injury systems

  • stamina system

  • clinching

  • inside fighting

  • boxer identity

  • rules engine

Otherwise you create two boxing games.


38. What Should Be Separate

These should be allowed to differ:

  • authority

  • save storage

  • matchmaking

  • anti-cheat

  • progression validation

  • account authentication

  • rankings

  • leaderboards

  • custom-content validation

  • network prediction

  • reconciliation

  • latency handling

  • disconnect behavior

  • server persistence

  • competitive presets

  • custom-content permissions

  • online economy

  • tournament services

That's the proper separation boundary.


39. The Blueprint Principle

I would make this an explicit rule of the Poe Boxing Videogame Blueprint:

Offline and online gameplay shall share a common realistic/sim boxing simulation core while operating through independent authority, persistence, validation, services, and ruleset layers. Online infrastructure must not unnecessarily restrict offline functionality, customization, simulation depth, creation tools, career systems, CPU behavior, or long-term game preservation.

Then add:

Features shall not be removed from offline play solely because they create synchronization, security, matchmaking, or competitive-integrity challenges online. Where an online restriction is necessary, the restriction should exist at the online service or ruleset layer rather than being permanently imposed on the underlying boxing engine.

That distinction is huge.


40. The Simplest Way To Explain It To Someone Who Says "That's Too Much"

You can put it like this:

You're not asking developers to create two boxing games.

You're asking them to create:

one boxing game with two ways of running it.

Offline:

My machine is the authority.

Online:

The server is the authority.

Everything else follows from that.

And yes, modern engines are designed to support this distinction. Unreal explicitly separates server authority, replicated game state, networked physics, client prediction and local save mechanisms. (Epic Games Developers)

For the kind of game in the Poe Boxing Videogame Blueprint, I would go even further: offline independence should be a formal architectural requirement from day one, not something developers try to retrofit after the online architecture is already controlling the entire game. That would preserve the deep Creation Suite, Universe/Career ecosystem, CPU-vs-CPU, sliders, historical rules, boxer identity systems and realistic/sim mechanics while still allowing ranked online boxing to have the security and competitive integrity it needs.

Thursday, September 17, 2026

"That's Too Ambitious. It Would Cost Too Much."


The central point is this: the Blueprint is not saying "build everything simultaneously." It is saying "design the architecture so everything can eventually belong."


"That's Too Ambitious. It Would Cost Too Much."

I hear this argument constantly whenever I describe what a truly deep boxing videogame could become:

"That's too ambitious."

"That would take too many resources."

"The budget would be ridiculous."

My response is simple:

You're confusing the final vision with the first development milestone.

Nobody is saying a developer has to build 300 tendencies, 400 traits, a complete amateur ecosystem, every historical era, Promoter Mode, Manager Mode, Universe Mode, thousands of creation options, advanced commentary, procedural animation, online gyms, and every other system simultaneously before the game can release.

That would be poor production planning.

What I am saying is that the company should design the foundation correctly from the beginning so those systems can grow without constantly rebuilding the game.

There is a major difference.

Ambitious Does Not Mean Reckless

Every major videogame platform starts with priorities.

You identify the systems that everything else depends on.

For a boxing game, that means getting the core foundation right first:

  • Boxing mechanics

  • Movement

  • Punching

  • Defense

  • Clinching

  • Inside fighting

  • Damage

  • Stamina

  • Boxer identity

  • AI

  • Animation architecture

  • Data architecture

  • Creation foundations

  • Career and universe frameworks

Then you expand.

That is normal software and game development.

You do not have to finish the tenth floor before building the first floor.

But you absolutely should know whether the building is supposed to support ten floors before pouring the foundation.

That is the point of the Blueprint.

The Expensive Mistake Is Building The Wrong Foundation

People often assume that cutting features automatically saves money.

Not necessarily.

A company can actually waste more resources by building short-term systems that later have to be replaced.

If your boxer AI was designed around a handful of generic archetypes, and years later you decide you want hundreds of individual tendencies, you may have to rebuild large portions of the AI architecture.

If Career Mode was built as a linear sequence of fights and later you decide you want promoters, managers, rankings, gyms, contracts, and a living boxing world, you may have to rebuild Career Mode.

If animation was designed around canned sequences and later you want procedural movement, contextual footwork, advanced inside fighting, and boxer-specific locomotion, you may have to rebuild animation systems.

That is where money gets burned.

The Blueprint is partly about preventing that.

Plan large. Build intelligently. Expand gradually.

You Don't Need Every Feature At Launch

This is where some people misunderstand what I am proposing.

Version 1.0 could concentrate on the strongest possible boxing foundation.

Then the platform grows.

First, improve the fighting.

Then deepen boxer identity.

Then expand Career.

Then expand Creation.

Then expand Universe.

Then add management layers.

Then expand historical eras.

Then deepen online leagues.

Then improve commentary.

Then improve procedural generation.

Development becomes iterative.

That is much more realistic than trying to build the entire vision at once.

A System Can Support Hundreds Of Variables Without Hundreds Of Separate Systems

This is another misunderstanding.

When I talk about hundreds of tendencies, capabilities, traits, attributes, and behavioral variables, that doesn't mean developers have to write hundreds of completely separate programs.

A properly designed data-driven framework can support enormous numbers of variables through reusable systems.

For example:

You build one tendency framework.

Then data determines whether a boxer:

Throws the jab frequently.

Targets the body.

Pressures after hurting an opponent.

Clinches when hurt.

Fights aggressively off the ropes.

Looks for counters.

Changes strategy late in fights.

Those aren't seven entirely separate games.

They are variables feeding shared decision-making systems.

That is exactly why architecture matters.

Modular Development Is The Answer

Think of the boxing game as modules.

The Core Combat Engine communicates with the Boxer Identity System.

The Boxer Identity System communicates with AI.

AI communicates with animation.

Career Mode uses the same boxer data.

Universe Mode uses the same boxer data.

CPU versus CPU uses the same AI.

Commentary reads the same fight and career data.

Promoter AI reads the same rankings, popularity, financial, and career information.

Creation tools write into those same systems.

Now one piece of technology supports multiple modes.

That is not wasted development.

That is leverage.

Creation Tools Can Actually Reduce Long-Term Content Costs

People sometimes look at a huge Creation Suite and say:

"That sounds expensive."

Yes, creation technology costs money to build.

But what happens after it exists?

Players begin producing:

Boxers.

Gyms.

Belts.

Arenas.

Organizations.

Promotions.

Rulesets.

Styles.

Fight cards.

Entire universes.

The developer builds the tool once and the community can create content for years.

That can actually reduce pressure on the studio to manually produce every possible variation.

Strong user-generated-content systems are an investment.

Procedural Systems Can Also Reduce Manual Work

The same principle applies to procedural technology.

If every boxer requires completely handcrafted animation, handcrafted AI, handcrafted career events, and handcrafted commentary, costs rise rapidly.

But reusable systems can generate variation.

Procedural movement can modify animation.

Data-driven AI can create behavioral differences.

Dynamic commentary can reference game-state information.

Career simulation can generate new fighters and events.

A Boxing Marketplace can keep producing future generations.

You invest more heavily in systems upfront so the game doesn't require the development team to manually create everything forever.

Not Every Feature Requires AAA Money

Another mistake is assuming every feature has to receive blockbuster production values.

A complex rankings system is primarily data and logic.

A deep tendencies system is primarily behavioral architecture and tuning.

CPU versus CPU is not a billion-dollar feature.

Custom rules are not a billion-dollar feature.

Sliders are not a billion-dollar feature.

Historical rulesets do not necessarily require rebuilding the entire game.

Near-unlimited creation storage is an engineering and platform-design problem, not a Hollywood production budget problem.

Some systems are expensive.

Some are relatively inexpensive.

The important thing is prioritizing based on impact.

The Question Should Be Return On Investment

Businesses don't simply ask:

"Does this cost money?"

Every feature costs money.

The real question is:

"What does this investment give us?"

If a Universe Mode keeps players engaged for five years, that has value.

If creation tools generate millions of community creations, that has value.

If boxer identity makes DLC fighters meaningfully different, that has value.

If historical eras open additional audiences, that has value.

If Career Mode produces hundreds of hours of engagement, that has value.

If online gyms create communities that remain active for years, that has value.

If a strong underlying architecture supports ten years of expansion, that has enormous value.

Development cost has to be compared with lifetime value.

Look At The Goal

If your goal is to make a boxing videogame that lasts two years, then yes, some of my ideas may look excessive.

If your goal is to build the digital home of boxing for the next decade, the economics change completely.

Now you are investing in a platform.

That platform can support:

Multiple games or expansions.

Current fighters.

Historical fighters.

User-generated content.

Online competition.

Career players.

Management players.

Simulation communities.

Casual players.

Content creators.

Long-term DLC.

Major expansions.

At that scale, architecture becomes an asset.

"Too Ambitious" Has Been Said About Plenty Of Successful Games

Ambition itself is not the problem.

The problem is unmanaged ambition.

There is a huge difference.

A project fails when developers try to build everything without priorities, architecture, milestones, testing, or production discipline.

A project succeeds when it says:

This is the long-term destination.

These are the systems required to get there.

These are the dependencies.

This is Phase One.

This is Phase Two.

This is Phase Three.

That is not dreaming.

That is planning.

My Blueprint Is A Destination, Not A Day-One Feature Checklist

That may be the biggest point people need to understand.

The Poe Boxing Videogame Blueprint/Wishlist isn't saying:

"Put everything I've ever suggested into one release immediately."

It is saying:

"This is what the ultimate boxing videogame ecosystem can grow into."

Build the foundation.

Prioritize the systems.

Make the architecture modular.

Use data-driven design.

Reuse technology across modes.

Use procedural systems where appropriate.

Build strong creation tools.

Expand according to player demand and business performance.

That makes the ambition manageable.

And Here Is The Question I Would Ask Fans

When somebody tells me:

"That would cost too much."

I would ask:

Too much compared to what?

Too much compared to rebuilding major systems later?

Too much compared to losing players because the game lacks depth?

Too much compared to releasing another limited boxing game and replacing it a few years later?

Too much compared to creating a platform capable of generating revenue for ten years?

Cost alone tells you almost nothing.

You have to compare cost against:

Longevity.

Retention.

Expansion potential.

Audience growth.

Revenue potential.

Technology reuse.

Community content.

Franchise value.

If you want a small boxing game, build small.

But if the objective is a boxing videogame capable of becoming a massive long-term franchise, then eventually you have to invest in the systems that make it massive.

The solution isn't to abandon ambition.

The solution is architecture, prioritization, modular development, and phased implementation.

Build it in layers.

Build it correctly.

And stop assuming that because something doesn't belong in Version 1.0, it shouldn't be part of the vision at all.

Poe
The Boxing Videogame Blueprint/Wishlist

A Realistic Boxing Game Can Make A Hardcore Fan Out Of A Casual.


[Boxing Videogame] A Billion-dollars is Keep Being Left on The Table

 


The Boxing Videogame Industry Is Thinking Too Small.

A boxing videogame does not have to be a niche sports title.

It could become a hundreds-of-millions-dollar franchise, and potentially a billion-dollar boxing ecosystem, if a company stops treating boxing like a limited one-on-one fighting game and starts treating it like an entire digital sport.

That means EA, 2K, Take-Two, Plaion, PlayStation, Microsoft, major investors, independent studios, and anyone else looking at boxing should ask a different question.

Not:

"How do we make another boxing game?"

Ask:

"How do we build the digital home of boxing?"

That is where the real opportunity is.

Boxing already gives developers what most new IPs have to spend years trying to create:

History.

Rivalries.

Legends.

National identities.

Gyms.

Promoters.

Managers.

Trainers.

Championships.

Weight divisions.

Controversies.

Amateur systems.

Prospects.

Journeymen.

Comebacks.

Different eras.

Different styles.

Different cultures.

Historic venues.

Modern super-fights.

You do not have to invent the ecosystem.

It already exists.

The mistake is only developing a fraction of it.

A truly ambitious boxing videogame should not be built around:

Pick fighter.

Pick opponent.

Fight.

Repeat.

That is one mode.

The actual platform should combine:

Realistic/Sim Boxing Gameplay

Optional Hybrid And Arcade Experiences

Career Mode

Universe Mode

Promoter Mode

Manager Mode

Trainer Mode

Amateur Boxing

Online Gyms

Online Careers

Historical Eras

Massive Creation Tools

Community Sharing

CPU Vs. CPU

Dynamic Commentary

Boxing Marketplace Systems

Procedural Career Generation

Global Boxing Cultures

Deep Fighter Identity

Now you are not selling one experience.

You are selling an ecosystem.

And ecosystems create longevity.

The Fighters Have To Actually Fight Like Themselves

Licensing 150 or 200 fighters means much less if they all behave similarly.

The next major boxing game should make fighter identity one of its primary technologies.

A fighter should be defined through combinations of:

Tendencies.

Capabilities.

Traits.

Attributes.

Mannerisms.

Guard behavior.

Footwork.

Punch selection.

Combination preferences.

Risk tolerance.

Defensive reactions.

Counterpunching.

Inside fighting.

Clinching.

Ring positioning.

Pressure.

Recovery.

Adaptability.

Body-punching tendencies.

Feints.

Rhythm.

Timing.

Distance management.

Behavior while hurt.

Finishing instincts.

Floyd Mayweather Jr. should not simply have a 96 defensive rating.

His entire defensive decision-making structure should distinguish him from Pernell Whitaker.

Joe Frazier should not feel like Mike Tyson.

Mike Tyson should not feel like George Foreman.

Roberto Durán should not simply receive high inside-fighting statistics.

The game should understand how Roberto Durán fought inside.

That is what real boxer identity looks like.

Imagine marketing trailers where knowledgeable boxing fans can identify the boxer from movement and behavior before the game even reveals his face.

That would sell realism better than another licensed arena ever could.

Stop Being Afraid Of Realism

There is an assumption in sports gaming that realism scares casual players away.

I disagree.

Poor tutorials scare people away.

Bad interfaces scare people away.

Bad control design scares people away.

Unfair difficulty scares people away.

Realistic boxing does not have to.

Build realistic/sim as the foundation.

Then provide Hybrid and Arcade options.

Add deep sliders.

Allow assisted controls.

Allow simplified controls.

Allow advanced controls.

Let people choose.

Options expand markets.

They do not shrink them.

I have said this for years:

A Realistic Boxing Game Can Make A Hardcore Fan Out Of A Casual.

Instead of removing boxing concepts because a casual player may not understand them, teach the player.

Teach:

How to cut off the ring.

How to fight behind the jab.

How range works.

How weight transfer matters.

How counter windows work.

How inside positioning works.

How fatigue changes strategy.

How styles create matchups.

Then the videogame becomes an entry point into boxing itself.

That creates value for the entire sport.

Career Mode Could Be The Story Mode People Keep Asking For

A boxing career should not be:

Fight.

Upgrade ratings.

Fight.

Win championship.

Retire.

Build an ecosystem capable of creating stories organically.

Start in different amateur systems around the world.

Move into the professional ranks.

Deal with:

Managers.

Promoters.

Trainers.

Gyms.

Sparring partners.

Contracts.

Rankings.

Mandatory challengers.

Purse negotiations.

Injuries.

Weight changes.

Rivalries.

Media exposure.

Popularity.

Ticket sales.

Sponsorships.

Training camps.

Then let the world continue evolving around you.

A fighter you defeated six years ago may rebuild his career.

A former sparring partner may become a contender.

Your trainer may leave.

Your promoter may lose interest in you.

A young prospect may become the biggest fighter in your division.

You may move weight classes and create an entirely different rivalry.

That becomes your story.

Not because a writer forced it into Chapter 7.

Because the boxing ecosystem produced it.

That is replay value.

Let Players Control The Boxing World

Why should players only control one fighter?

Allow optional control of:

Multiple boxers.

Entire stables.

Managers.

Promoters.

Trainers.

Gyms.

Organizations.

Fight cards.

Or the complete boxing universe.

One player can experience traditional Career Mode.

Another can run a promotional company.

Another can manage twenty fighters.

Another can build an entire fictional boxing universe.

Another can simply watch CPU-controlled fights.

One set of interconnected systems can support all of them.

That is smart development leverage.

Creation Could Keep The Game Alive For A Decade

Give players tools to create nearly unlimited:

Boxers.

Trainers.

Promoters.

Managers.

Judges.

Referees.

Gyms.

Stables.

Belts.

Arenas.

Rings.

Organizations.

Promotions.

Equipment.

Brands.

Broadcast packages.

Fight cards.

Events.

Rulesets.

Then go deeper:

Create-A-Style.

Create-A-Guard.

Create-A-Defense.

Create-A-Footwork.

Create-A-Inside Style.

Create-A-Clinch Style.

Signature Punch Creator.

Behavior Editor.

Tendency Editor.

Universe Editor.

Then allow community sharing.

Now players become part of the content pipeline.

Historical boxing communities can rebuild past eras.

Fantasy communities can create fictional worlds.

Competitive communities can build leagues.

Content creators can create tournaments.

That generates years of organic engagement.

Boxing History Is An Entire Product Category

Why lock the game to the current era?

Let players build and experience different boxing generations.

Different rules.

Different gloves.

Different round structures.

Different referee behavior.

Different presentation.

Different broadcasts.

Different career structures.

Different judging standards.

Different matchmaking cultures.

Different training methods.

Imagine recreating:

1920s boxing.

1940s boxing.

1970s boxing.

1980s boxing.

1990s boxing.

Modern boxing.

Want 15-round championship fights?

Turn them on.

Want an old television broadcast presentation?

Use it.

Want radio-style commentary?

Use it.

That is not nostalgia.

That is content.

Online Boxing Should Be Bigger Than Ranked Matches

Online boxing could become its own ecosystem.

Online gyms.

Online trainers.

Online stable rivalries.

Tournament organizers.

Promoters.

Spectators.

Seasonal championships.

Custom rules.

League structures.

Contract Rule Cards.

Before an online fight, both players could agree to:

Rounds.

Damage.

Stamina.

HUD.

Created-fighter rules.

Assistance settings.

Realistic/sim rules.

Hybrid rules.

Arcade rules.

Weight restrictions.

Then both players sign off and fight.

Communities can build the type of competition they want instead of developers forcing every player into one environment.

Commentary Should Understand The Boxing Universe

One of the biggest future opportunities is intelligent sports commentary.

The game should know what is happening in the ring and what has happened throughout the fighter's career.

It should understand:

Previous fights.

Rivalries.

Rankings.

Championship history.

Trainer changes.

Style matchups.

Injuries.

Knockdowns.

Upcoming bouts.

Other events happening inside the simulated boxing world.

Imagine hearing:

"That left hook has bothered him before. He was hurt by the same punch three fights ago."

That becomes possible when commentary is connected to game state rather than functioning as a giant collection of disconnected audio clips.

The boxing world begins to feel alive.

Finish Boxing Before Selling Window Dressing

A company should not chase authenticity through belts, arenas, ring robes, and licensed branding while major boxing systems remain shallow or absent.

The foundation is boxing.

That means:

Clinching.

Inside fighting.

Parrying.

Catching.

Slipping.

Rolling.

Guard manipulation.

Guard fatigue.

Rope fighting.

Corner positioning.

Cutting off the ring.

Pivoting.

Feinting.

Simultaneous punching.

Weight transfer.

Balance.

Flash knockdowns.

Flash knockouts.

Recovery.

Fouls.

Referee interaction.

These are not luxury features.

They are parts of the sport.

And Yes, The Billion-Dollar Math Can Work

This is hypothetical, but the economics are not difficult to understand.

Suppose a truly global boxing platform eventually sells:

12 million copies

at an average consumer purchase value of approximately:

$60

That equals roughly:

$720 million in gross consumer spending.

Then suppose players spend an average additional:

$25

over the life of the product on worthwhile expansions, historical content, fighters, presentation packages, or other optional additions.

That adds:

$300 million.

Total:

$1.02 billion.

That does not mean $1.02 billion in publisher profit.

Development costs, marketing, licensing, platform fees, distribution, taxes, revenue sharing, fighter agreements, support, and other expenses still exist.

The point is that the gross revenue ceiling is not absurd.

The challenge is creating a product valuable enough to achieve the scale.

Stop Trying To Sell The Same Boxing Game Repeatedly

The strongest model may be a long-term platform.

Build a great foundation.

Then expand it.

Improve boxer AI.

Improve animation.

Expand Career Mode.

Add historical eras.

Expand creation.

Improve Universe systems.

Add fighters.

Add venues.

Add commentary.

Add promotional systems.

Improve online infrastructure.

Improve procedural generation.

Allow players to keep their fighters, universes, creations, records, and histories for years.

Eventually the player's investment becomes more than money.

It becomes time.

History.

Rivalries.

Championship lineages.

Created fighters.

Custom universes.

That creates retention no annual reset can reproduce.

There Is A Larger Market Than Previous Boxing Games Have Proven

This is important.

Previous boxing videogame sales primarily tell us how many people were willing to buy those particular boxing videogames.

They do not definitively tell us the ceiling for a substantially deeper product that combines:

Realistic/sim gameplay.

Accessible alternatives.

Career simulation.

Universe systems.

Promotional management.

Creation tools.

Historical boxing.

Competitive online communities.

Dynamic commentary.

Global boxing culture.

Procedural ecosystems.

Years of expansion.

That product has not truly been built yet.

So how can anyone confidently claim to know its ceiling?

The Industry Should Stop Asking Whether It Can Be Done

Most of these ideas are not questions of whether modern technology can represent them.

They are questions of:

Priority.

Budget.

Architecture.

Design.

Production planning.

Talent.

Licensing.

Leadership.

Time.

And willingness.

Boxing has the history.

Boxing has the personalities.

Boxing has the global audience.

Boxing has the rivalries.

Boxing has generations of content.

What it needs is a company willing to stop building small.

Don't just make another boxing videogame.

Build the digital home of boxing.

That is where the multi-million, hundreds-of-millions, and potentially billion-dollar opportunity lives.

Poe

The Boxing Videogame Blueprint/Wishlist


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