Sunday, July 5, 2026

SCI Needs to Stop Using “Community” as a Shield From Boxing Accountability


SCI Needs to Stop Using “Community” as a Shield From Boxing Accountability

SCI has to stop acting like community management is the same thing as boxing knowledge.

There is a major difference between having people who can talk to players, calm down backlash, repeat studio messaging, and defend company decisions, versus having people who actually understand boxing deeply enough to recognize when the game is drifting away from the sport. That difference matters. Especially when the product being sold is supposed to represent boxing.

From the outside, it feels like SCI has leaned on community managers who have very little visible boxing experience, while the actual boxing voices that were once attached to the project seem to have disappeared, been pushed aside, or reduced to marketing memories. That is why many fans keep asking the same question:

What happened to the pro boxers and real boxing people who were involved during the early ESBC days?

Because the game that was originally shown and the game fans ended up with do not feel like they came from the same boxing-first vision.

A community manager can be useful. Nobody is saying the role has no value. But community managers should not become silent mascots who only pop up when it is time to defend SCI, soften criticism, or explain away decisions that made the game feel more like an arcade fighting game than an authentic boxing simulation.

That is the problem.

When serious boxing fans raise concerns about footwork, inside fighting, clinching, referee behavior, punch identity, boxer tendencies, defensive responsibility, stamina realism, damage, presentation, career depth, and overall ring logic, they are not asking for “too much.” They are asking for the basics of the sport to be respected.

Boxing fans are not confused because the game is difficult to make. They are frustrated because SCI marketed authenticity, used the language of boxing, leaned on the excitement of real boxing names, and then delivered a product where too many foundational boxing systems were either missing, shallow, removed, or built around casual fighting-game logic.

That disconnect is exactly why transparency matters.

If SCI wants to claim they are listening to the community, then the company needs to clarify which community they are actually listening to. Are they listening to boxing fans who want a realistic representation of the sport? Are they listening to casual arcade fighting game fans who just want fast exchanges and simplified gameplay? Are they listening to content creators? Discord regulars? Ranked online players? Internal staff? Investors? Publishers?

Because “the community” cannot keep being used as a vague shield.

Real boxing fans are part of the community too. Former boxers are part of the community. Offline players are part of the community. Career mode fans are part of the community. Sim players are part of the community. The people who followed ESBC because they believed it was going to be the boxing game they had waited years for are absolutely part of the community.

So when those people speak up, they should not be treated like a problem, a loud minority, or a group that does not understand game development.

The better question is this:

Why were people with real boxing knowledge not kept closer to the core design of the game?

If pro boxers, trainers, boxing historians, judges, referees, and serious boxing minds were involved from the beginning, why does the final product feel like so many boxing fundamentals were compromised? Why does it feel like the sport got filtered through people who understand gaming conversations better than they understand the ring?

This is not about attacking employees. This is about accountability.

A boxing videogame needs more than marketing, licensing, roster names, and community defense. It needs boxing people with influence. It needs people in the room who can say, “No, that is not how boxing works.” It needs people who can challenge bad design decisions before they become baked into the game.

Because when the wrong voices dominate development, the result is predictable: the game starts serving people who want boxing to behave like an arcade fighting game, while the actual boxing fans are told to lower their standards.

That cannot keep happening.

SCI needs to stop hiding behind community management and start answering real questions about boxing direction, boxing consultation, and who actually has authority over authenticity. If the company truly wants to build an authentic boxing game, then real boxing experience cannot be decorative. It has to be central.

Boxers should not be used for trailers.

Boxing brands should not be used for credibility.

Boxing fans should not be used for hype.

And community managers should not be used as a wall between the company and legitimate criticism.

If SCI wants trust back, they need to be honest about what changed, who is shaping the game now, and why the boxing-first vision many fans believed in appears to have been replaced by something far more casual, simplified, and arcade-driven.

That is not disrespectful to ask.

That is exactly what serious boxing fans should be asking.

This version hits hard but keeps the focus on roles, transparency, and design accountability, not personal insults.

SCI, Stop Selling Authentic Boxing While Avoiding Boxing Fundamentals.


An Open Letter to SCI: Stop Calling It Authentic Boxing If the Boxing Systems Are Missing

Steel City Interactive needs to hear this clearly.

You cannot keep using the language of authentic boxing while delivering a boxing game that still feels built around arcade-minded expectations.

You cannot sell boxing fans on realism, simulation, boxing culture, licensed athletes, official brands, and “made by boxing fans for boxing fans,” then act surprised when real boxing fans judge the product by boxing standards.

That is the part some companies and defenders of Undisputed keep trying to avoid.

Boxing fans are not judging Undisputed unfairly.

They are judging a boxing game by boxing.

That should not be controversial.

The problem is not that boxing fans are too serious. The problem is that too many people want boxing fans to accept less while the game continues to borrow credibility from the sport.

Arcade Fun Is Not the Same as Boxing Fun

A casual arcade combat-game fan may think fun means constant punching, fast movement, quick knockdowns, easy offense, and nonstop action.

That may work for that audience.

But most serious boxing fans do not look at boxing that way.

Boxing fans find fun in timing.

They find fun in distance.

They find fun in rhythm.

They find fun in traps.

They find fun in body work paying off late.

They find fun in a jab controlling a round.

They find fun in a boxer making another boxer miss by inches.

They find fun in pressure that cuts the ring off instead of chasing.

They find fun in a slick boxer controlling pace without running.

They find fun in a heavy-handed boxer making every exchange feel dangerous.

They find fun in rounds that tell a story.

That is boxing fun.

If a boxing game is built mainly around what casual arcade players find exciting, then the sport gets watered down. It becomes a glove game instead of a boxing game.

And that is exactly why so many boxing fans are frustrated.

Stop Treating Serious Boxing Fans Like They Are the Problem

Every time serious boxing fans ask for more realism, more depth, or more complete boxing systems, there is always a group ready to dismiss them.

“You’re asking for too much.”

“It’s just a game.”

“Casual players don’t care about that.”

“That would make the game boring.”

“You’re being negative.”

No.

That response is tired.

Boxing fans are not asking for too much when they ask for clinching.

They are not asking for too much when they ask for inside fighting.

They are not asking for too much when they ask for an in-ring referee.

They are not asking for too much when they ask for realistic stamina.

They are not asking for too much when they ask for better footwork.

They are not asking for too much when they ask for boxer identity.

They are not asking for too much when they ask for real AI tendencies.

They are not asking for too much when they ask for CPU vs. CPU.

They are not asking for too much when they ask for deeper creation tools.

They are not asking for too much when they ask for a career mode that actually feels like the boxing world.

Those are not luxury features.

Those are boxing features.

A company making a boxing game should not treat the actual sport like optional downloadable content.

Licensing Is Not Authenticity

Undisputed has licensed boxers.

That matters.

But licensing alone does not make a boxing game authentic.

A licensed boxer who does not move, punch, defend, react, or behave like himself is not true representation. That is a digital costume.

A real boxing game should make boxers feel different beyond ratings and cosmetics.

A pressure boxer should not feel like a loose outside mover.

A defensive boxer should not feel useless because the game does not reward intelligent defense.

A heavyweight should not move like a lightweight.

A puncher should not feel dangerous only because a number says he has power.

A slick boxer should not be reduced to generic movement.

A body puncher should not lose his identity because body work lacks real long-term impact.

A clinch specialist, inside worker, counterpuncher, rhythm breaker, jab artist, or veteran technician should not be flattened into the same universal gameplay mold.

That is not authenticity.

That is branding over missing depth.

SCI Cannot Keep Hiding Behind Casual Players

Casual players are not the enemy.

A boxing game should welcome them.

It should have tutorials, sliders, assists, difficulty options, accessible controls, and faster settings for people who want a lighter experience.

But casual appeal should never become the excuse for shallow boxing.

The job of a great sports game is not to erase the sport for newcomers. The job is to introduce newcomers to the sport properly.

Madden did not grow football fans by removing football concepts.

NBA 2K did not grow basketball culture by pretending tendencies, spacing, roles, and signature styles do not matter.

A real boxing game should teach casual players why boxing is great.

Teach them why a jab matters.

Teach them why foot placement matters.

Teach them why missing punches has a cost.

Teach them why clinching is part of boxing.

Teach them why defense is not running.

Teach them why styles make fights.

Do not use casual players as a shield every time serious boxing fans ask for a better game.

Stop Calling Missing Boxing Systems “Design Choices”

When key parts of boxing are missing or poorly represented, fans have every right to question the vision.

No true clinch system?

That is not a small detail.

Weak inside fighting?

That is not a small detail.

No real in-ring referee presence?

That is not a small detail.

Poor stamina consequences?

That is not a small detail.

Boxers feeling too similar?

That is not a small detail.

Shallow career structure?

That is not a small detail.

Limited creation depth?

That is not a small detail.

AI that does not truly represent boxer tendencies?

That is not a small detail.

Those things are not minor complaints from picky fans. They are symptoms of a boxing game that does not fully respect the complexity of boxing.

A company cannot cut out the difficult parts of the sport, simplify the rest, and then market the product as authentic.

That is where the criticism comes from.

The Hardcore Boxing Audience Is the Long-Term Audience

Here is what companies need to understand.

Casual players may buy the game, play for a while, chase knockouts, complain when things get difficult, and move on.

The serious boxing fans stay.

They create boxers.

They build rosters.

They test sliders.

They make fantasy matchups.

They run tournaments.

They support DLC.

They compare eras.

They create content.

They debate ratings.

They keep the community alive when the hype cycle dies.

They are the audience that gives a boxing game long-term value.

So why are they so often treated like a burden?

Why is the sim boxing fan treated like an inconvenience?

Why is the offline boxing fan treated like an afterthought?

Why is the creation community not prioritized more?

Why are people who actually understand boxing dismissed when they point out what is missing?

That is bad community management.

That is bad design philosophy.

That is bad business.

Boxers Who Are Not Gamers Need to Understand This Too

Real boxers who do not play sports games may not understand how much this matters.

They may think a video game is just entertainment.

But sports games shape how fans see athletes.

They teach younger fans names, styles, ratings, strengths, weaknesses, rivalries, eras, and history.

A bad boxing game can teach the wrong version of boxing.

It can make casual players think nonstop punching is smart.

It can make them think defense is boring.

It can make them think footwork is running.

It can make them think clinching has no purpose.

It can make them think every boxer should be judged only by speed, power, and aggression.

It can make a skilled boxer look generic.

It can erase what made a real boxer special.

That is why boxers should care.

Their craft should not be reduced to shallow arcade habits.

Their styles should not be flattened.

Their sport should not be repackaged as casual chaos while being advertised as authentic boxing.

The Real Question for SCI

SCI needs to answer one simple question.

Are you making a boxing game, or are you making an arcade combat game wearing boxing gloves?

Because those are not the same thing.

A real boxing game can still be exciting.

It can still be accessible.

It can still have casual settings.

It can still have online competition.

It can still have knockouts.

It can still have drama.

But the foundation must be boxing.

Not arcade comfort.

Not universal movement.

Not missing fundamentals.

Not marketing language without matching mechanics.

Not licensed boxers who feel too similar.

Not a career mode that barely captures the sport.

Not a creation suite that fails to represent the depth of boxing identity.

Not a game where the hardest parts of boxing are treated like problems to avoid.

If the sport is too complex to represent, then stop marketing the game like the definitive authentic boxing experience.

If the game is hybrid, say it is hybrid.

If the game is arcade-leaning, say it is arcade-leaning.

But do not sell authenticity to boxing fans and then blame those same boxing fans for expecting authenticity.

Boxing Deserves a Higher Standard

Boxing is not a side genre.

Boxing is not just two athletes punching.

Boxing is footwork, defense, rhythm, pressure, fear, discipline, pain, fatigue, intelligence, timing, distance, patience, violence, history, and consequence.

A boxing game should capture that.

It should have casual options without disrespecting the sim audience.

It should have online competition without sacrificing offline depth.

It should have licensed boxers without ignoring boxer identity.

It should have accessibility without removing boxing logic.

It should have presentation without using presentation as a substitute for gameplay substance.

It should have fun, but the fun should come from boxing.

That is the point.

Boxing is already fun.

Boxing is already dramatic.

Boxing is already dangerous.

Boxing is already tactical.

Boxing is already emotional.

Boxing does not need to be turned into something else to entertain people.

It needs to be represented properly.

Final Word to SCI

Stop confusing arcade excitement with boxing authenticity.

Stop treating serious boxing fans like they are asking for impossible things.

Stop hiding behind casual players when the criticism is about missing boxing fundamentals.

Stop acting like licensed boxers automatically equal authentic representation.

Stop using boxing language if the systems do not back it up.

The boxing community is not wrong for expecting boxing from a boxing game.

The sim audience is not wrong for wanting options.

The offline audience is not wrong for wanting depth.

The creation community is not wrong for wanting freedom.

The hardcore fans are not wrong for demanding more than surface-level authenticity.

If SCI, Undisputed, or any company wants the respect of boxing fans, then respect the sport first.

Not just in trailers.

Not just in interviews.

Not just in slogans.

Not just in licensing.

Not just in marketing.

Respect it in the gameplay.

Respect it in the systems.

Respect it in the AI.

Respect it in the career mode.

Respect it in the creation suite.

Respect it in the way every boxer feels, moves, thinks, reacts, wins, loses, survives, adjusts, and breaks down.

That is what authenticity means.

Anything less is just boxing branding without the full boxing soul.


Saturday, July 4, 2026

The Data Excuse: Why Gaming Companies Should Be Challenged When They Make Broad Claims About What Consumers Want

 

The Data Excuse: Why Gaming Companies Should Be Challenged When They Make Broad Claims About What Consumers Want

An investigative look at corporate storytelling, missing public data, and the difference between sales numbers and real consumer preference

When a video game company, platform holder, publisher, or studio makes a major decision that affects millions of customers, the public deserves more than slogans. Consumers deserve proof. They deserve transparent research. They deserve clear definitions. They deserve to know whether a company is speaking from independent evidence, private internal analytics, selective community feedback, marketing spin, or a narrative designed to protect a controversial decision.

That is the core issue with modern gaming.

Too many companies make broad claims about what “most players” want, what “casual gamers” support, what “the data” supposedly proves, or which group of fans is only a “loud minority.” But when consumers ask for the public data, the independent survey, the third-party study, or the full methodology, there is often silence.

That silence matters.

Because a company’s claim is not harmless when it is used to justify removing consumer options, changing the direction of a game, ignoring hardcore fans, downplaying criticism, cutting features, changing pricing expectations, reducing ownership rights, or pushing the market toward digital-only control.

The question is not whether companies can have opinions. They can.

The question is whether companies should be able to make broad consumer claims without showing the evidence.

They should not.

Corporate Claims Are Not Just Opinions When They Shape the Product

There is a major difference between a company saying, “This is the direction we want to take,” and a company saying, “This is what most consumers want.”

The first statement is a business decision. The second statement is a claim about the public.

That distinction matters.

If a company says it wants to make a more casual sports game, that is its choice. Consumers can agree or disagree. But if that company says casual gamers represent the larger audience, or that hardcore simulation fans are only a small minority, then the company has moved from preference into a measurable claim.

If a platform holder says digital sales are rising, that is a data point. But if that company uses digital sales to imply that consumers no longer care about physical ownership, that is a different claim. Buying digital does not automatically mean wanting physical media eliminated.

That is where companies often blur the line.

They take one piece of information, then use it to support a much broader conclusion. They use sales behavior as proof of consumer preference. They use Discord chatter as proof of community consensus. They use content creator feedback as proof of fan demand. They use online engagement as proof of what the total player base wants. They use internal analytics as a shield against public questioning.

But none of that is the same as independent proof.

The Consumer-Protection Standard: Claims Should Be Substantiated

This is not just a fan complaint. It is a basic consumer-protection principle.

The Federal Trade Commission’s advertising substantiation policy says advertisers must have a reasonable basis for objective claims before those claims are made. The FTC also states that objective claims can be express or implied, and that consumers are less likely to rely on claims if they know the advertiser lacks a reasonable basis for believing them. (Federal Trade Commission)

That does not mean every vague statement from a gaming executive automatically becomes fraud. It does not mean every unpopular decision creates a lawsuit. It does not mean fans can sue simply because they disagree with the direction of a game.

But it does mean this: when companies make objective or implied objective claims about consumer demand, those claims should be supportable.

If a company says “most players want this,” that should be backed by data.

If a company says “casual players support this direction,” that should be backed by data.

If a company says “hardcore fans are only a loud minority,” that should be backed by data.

If a company says “consumers prefer digital,” that should be backed by preference data, not just sales data.

If a company says “the community asked for this,” the public should be able to ask which community, how many people, what platform, what sample, what demographic, what region, what play style, what mode preference, and what survey method.

Without that, the claim becomes corporate storytelling.

The PlayStation Digital Argument: Sales Data Is Not the Same as Preference Data

Sony’s own financial reporting shows that PlayStation digital sales are very strong. In Sony’s FY2025 fourth-quarter supplemental financial information, the full-game software digital download ratio for PS4 and PS5 was listed at 85 percent for Q4 FY2025 and 78 percent for the full fiscal year. Sony defines that ratio as digital full-game software units sold through digital transactions divided by total full-game software units. (Sony)

That is real data.

But that data must be interpreted carefully.

It proves that digital full-game software units represented a large share of full-game software units sold during that period. It does not automatically prove that most PlayStation fans want a digital-only future. It does not prove that physical buyers are irrelevant. It does not prove that collectors want discs removed. It does not prove that parents, used-game buyers, preservationists, rural players, military players, people with data caps, or offline players are comfortable with losing physical options.

Those are separate questions.

A consumer can buy digital because the digital version is cheaper during a sale. A consumer can buy digital because the physical version is out of stock. A consumer can buy digital because a game has no physical release. A consumer can buy digital because preloading is convenient. A consumer can buy digital because the industry keeps training them to do so. A consumer can buy digital because retailers are shrinking physical shelf space. A consumer can buy digital because patches, account systems, and online ecosystems make physical ownership feel less complete than it used to be.

None of that proves consumers want physical media eliminated.

That is the central deception, or at least the central confusion, in the digital-only argument.

There is a difference between:

“People bought digital games.”

and

“People want physical games removed.”

There is a difference between:

“Digital sales are high.”

and

“Consumers no longer value ownership options.”

There is a difference between:

“The market is moving digital.”

and

“The market freely chose digital without being pressured, restricted, discounted, conditioned, or cornered.”

A company can show sales numbers. That is fine. But if the company wants to make a consumer-preference claim, it should show consumer-preference research.

Where is the independent survey asking PlayStation owners whether they want physical games to continue?

Where is the public data separating digital convenience from digital-only support?

Where is the third-party research asking how many players buy both physical and digital?

Where is the data showing how many people would be upset if physical games disappeared?

Where is the data showing how many people buy digital because they prefer it versus because the market pushed them there?

Those are different questions than “How many digital copies sold?”

SCI, Undisputed, and the “Loud Minority” Problem

The same issue appears in the boxing video game space.

In an Insider Gaming article published in June 2026, Steel City Interactive founder Ash Habib discussed the development of Undisputed and said the studio should have “stuck to my guns a little bit more.” The article reported Habib describing a “very loud vocal minority” asking for changes, and also saying the studio later found that changes designed to satisfy one group of players upset another group. (Insider Gaming)

That statement deserves scrutiny.

Not because a developer cannot talk about difficult community feedback. Developers absolutely deal with conflicting demands, toxic behavior, unrealistic expectations, and sometimes abusive comments. No developer should receive threats over a video game. That is unacceptable.

But there is another issue: when the phrase “loud minority” enters the conversation, it can become a shield. It can be used to dismiss serious criticism. It can be used to make hardcore fans look small, unreasonable, or statistically irrelevant without publicly proving that they actually are.

That is especially dangerous in a boxing game.

Boxing is not a generic fighting-game genre. Boxing has real mechanics, real tactics, real styles, real defensive responsibilities, real range management, real clinch work, real inside fighting, real judging debates, real training differences, real tendencies, real attributes, real eras, real rules, and real identities between boxers.

So when fans ask for referees, clinching, inside fighting, CPU vs CPU, deeper tendencies, stamina realism, better footwork, boxer identity, authentic career systems, corner strategy, judging options, and simulation sliders, those requests should not automatically be brushed aside as noise.

Those are not arcade wish-list extras.

Those are foundational boxing elements.

If a company implies that hardcore boxing fans are only a loud minority, then the public should ask: where is the third-party data?

Where is the survey of boxing fans?

Where is the survey of offline players?

Where is the survey of career-mode players?

Where is the survey of sim players?

Where is the survey of people who supported the original ESBC vision?

Where is the survey of players outside Discord?

Where is the survey of people who did not buy the game because it lacked key boxing systems?

Where is the survey of people who stopped playing?

Where is the survey of players who wanted a deeper simulation but were never properly represented?

Without that data, “loud minority” becomes a framing device. It may describe the developer’s experience with certain feedback channels, but it does not prove what the full market wants.

The Missing Group: The Customers Who Never Got Counted

One of the biggest problems with gaming data is that the most important customers are often invisible.

Companies frequently rely on the players they can easily measure: active online players, Discord users, stream viewers, social media commenters, telemetry from current users, content creator communities, early access participants, and players who remain engaged after launch.

But what about the people who left?

What about the people who refused to buy the game because the feature set was not deep enough?

What about the people who played offline and never posted?

What about the boxing fans who wanted authenticity but did not want to argue on Discord?

What about the older sports-gaming audience that does not live in developer feedback channels?

What about the Fight Night generation?

What about former boxers, coaches, gym people, and hardcore boxing watchers?

What about consumers who wanted a simulation but saw the direction changing and walked away?

What about players who care about physical media but still buy digital sometimes because the market gives them fewer alternatives?

These people may not show up in the loudest data pools. But they still matter.

A company can claim “our active players prefer this,” but that does not mean “the total potential audience prefers this.”

A company can claim “our Discord feedback supports this,” but that does not mean “the boxing community supports this.”

A company can claim “our sales data shows this,” but that does not mean “consumer preference proves this.”

A company can claim “our current users behave this way,” but that does not mean “the customers we lost agree with this direction.”

This is why public third-party research matters.

Internal Data Is Not Enough

Companies love to say they have internal data. That may be true. But internal data has limits.

Internal data can be useful for balancing, retention, playtime, crash reports, matchmaking, purchase behavior, mode engagement, and technical decisions. But internal data can also be incomplete. It can be biased toward current users. It can ignore people who left. It can miss why people made a choice. It can confuse behavior with preference. It can overrepresent online players. It can underrepresent offline sports fans. It can overrepresent the loudest community spaces. It can be interpreted in ways that benefit the company’s existing strategy.

Internal data is not automatically public proof.

If a company is making private design decisions, internal data may be enough for them. But if a company is making public claims about what consumers want, especially while dismissing criticism, the standard should be higher.

The public should not be expected to accept “trust us, we have data.”

That is not transparency.

That is a corporate wall.

What Real Third-Party Data Should Look Like

If companies want to make big claims about consumer demand, they should commission independent research and release enough of the findings for the public to evaluate the claim.

A proper third-party study should include:

  1. Sample size
    How many people were surveyed? Fifty people is not the same as 5,000.

  2. Audience breakdown
    Were respondents casual gamers, hardcore gamers, boxing fans, sports gamers, offline players, online players, physical buyers, digital buyers, collectors, or lapsed players?

  3. Recruitment method
    Were people recruited from Discord, Reddit, YouTube, Twitter, email lists, existing customers, general gamers, boxing fans, or a wider consumer panel?

  4. Geographic breakdown
    A sports game can have different audiences in the United States, the United Kingdom, Mexico, Japan, Europe, and other regions.

  5. Mode preference
    Did the survey separate online ranked players from offline career players, CPU vs CPU fans, creation-suite users, sim players, casual players, and content creators?

  6. Question wording
    Bad questions produce bad data. “Do you buy digital games?” is not the same as “Do you want physical games discontinued?”

  7. Preference versus behavior
    The study must separate what people do from what people actually want.

  8. Margin of error
    If a company is making broad claims, the public should know how reliable the sample is.

  9. Independent control
    The company paying for research should not be allowed to quietly shape the conclusion and then hide the full context.

  10. Public summary
    A company does not need to reveal every confidential business detail, but it should release enough methodology and results for consumers to know the claim is not invented.

Without those basics, “the data says” is just a phrase.

Why This Matters More in Sports Games

Sports games are built on authenticity. That makes consumer claims even more important.

In a fantasy action game, a studio can create its own rules. But a boxing game is judged against a real sport. A basketball game is judged against basketball. A football game is judged against football. A racing sim is judged against racing. A golf game is judged against golf.

The more a game markets itself as authentic, realistic, simulation-based, or made for fans of the sport, the more the company should be accountable for how it interprets that audience.

A boxing game cannot claim authenticity while treating real boxing mechanics as optional noise.

A boxing game cannot claim to represent the sport while dismissing core boxing fans as a nuisance.

A boxing game cannot lean on casual-player assumptions without proving that casual players should define the entire product.

The solution is not to ignore casual gamers. Casual players matter. New players matter. Accessibility matters. Options matter.

But casual players do not require the removal of depth. A properly designed sports game can have casual settings, hybrid settings, simulation settings, assists, tutorials, sliders, rule presets, and difficulty layers. The problem is not casual gamers. The problem is when companies use casual gamers as an excuse to limit the game for everyone else.

That is why options are the answer.

Give players lanes. Give them sliders. Give them rule contracts. Give them simulation settings. Give them assists. Give them arcade-friendly modes if needed. But do not use one audience as a reason to erase another.

When Claims Should Lead to Accountability

Not every questionable statement deserves a lawsuit. But some claims should trigger pressure, complaints, regulatory scrutiny, or legal review.

Companies should face consequences when they:

Make measurable claims without substantiation.

Use misleading data to imply something broader than the data proves.

Hide behind “most players want this” without releasing methodology.

Dismiss customer groups as statistically irrelevant without proof.

Market a product as authentic while omitting essential systems tied to that authenticity.

Use vague consumer-demand claims to justify removing ownership options.

Use internal data as a shield while refusing public accountability.

Let influencers or selected community figures stand in for real research.

Blur the difference between sales behavior and consumer preference.

Blur the difference between active players and the total potential audience.

This is not about punishing companies for making games differently. It is about stopping companies from using unsupported claims to control the narrative.

The Real Demand Is Simple: Show the Proof

Consumers are not wrong for asking questions.

They are not wrong for demanding transparency.

They are not wrong for challenging a company that says “most people want this.”

They are not wrong for pushing back when a studio says a group of fans is just a loud minority.

They are not wrong for questioning a platform holder that points to digital sales while ignoring the ownership debate.

The gaming industry wants consumer trust. Then it should act like trust has to be earned.

If Sony, PlayStation, or any platform holder claims people prefer digital-only gaming, show the preference data.

If a publisher claims physical games are no longer wanted, show the survey.

If SCI or any boxing game studio claims casual players represent the larger demand, show the independent data.

If a developer claims hardcore fans are only a loud minority, show the methodology.

If a company claims a controversial direction reflects the audience, show the audience research.

Not private hints.

Not vague statements.

Not selective engagement.

Not “we listened.”

Not “our data says.”

Show the public data.

Show the third-party data.

Show the proof.

Conclusion: Corporate Storytelling Should Not Replace Consumer Evidence

Gaming companies are not charities. They sell products. Consumers spend money. Communities invest time, emotion, feedback, loyalty, and trust. When companies make claims that affect what people buy, how products are designed, what features are prioritized, and what ownership options survive, those claims should be held to a serious standard.

The industry cannot keep asking consumers to accept less while telling them “this is what most people want” without proving it.

It cannot keep using digital sales as proof that physical ownership should disappear.

It cannot keep using casual gamers as proof that sports games should lose depth.

It cannot keep using “loud minority” language to dismiss hardcore fans without independent evidence.

It cannot keep treating internal data like a courtroom verdict.

If the claim is real, prove it.

If the audience truly supports the decision, prove it.

If the critics are truly a minority, prove it.

If consumers truly want digital-only gaming, prove it.

If casual players truly want boxing games stripped of simulation depth, prove it.

Until then, consumers should keep asking the question every company hates but every customer deserves answered:

Where is the public data?

Where is the third-party data?

Where is the proof?

We Are Not the Loud Minority: Why Sim Boxing Fans Need to Organize


Imagine If Steel City Interactive’s “Loud Minority” Organized Like PlayStation Fans


There is a lesson boxing videogame fans need to take from PlayStation fans right now: when consumers feel a company is moving away from what made them support a product, they organize.


They do not sit quietly.

They do not accept corporate framing.

They do not let defenders of the company tell them they are overreacting.

They do not let the issue get buried under excuses.


They push back.


PlayStation fans are pushing back against the move toward a fully digital future because they understand what is at stake: ownership, preservation, consumer choice, access, used games, collecting, lending, selling, and the basic right to not be locked entirely into a storefront. PlayStation’s own blog listed a July 1, 2026 post titled “Physical disc production ending in January 2028 for new games releasing on PlayStation consoles,” making the issue direct and official. ([PlayStation.Blog][1])


Now imagine if Steel City Interactive’s so-called “loud minority” organized with that same level of urgency.


Imagine if the hardcore boxing fans, sim fans, offline fans, career-mode fans, creation-suite fans, boxing historians, former boxers, trainers, combat-sports fans, and customers who actually wanted a realistic boxing videogame came together and said:


Enough.


We want a realistic/sim boxing videogame with options.


Not excuses.

Not vague marketing language.

Not “authentic” as a slogan.

Not “made by boxing fans for boxing fans” while actual boxing fans are treated like a problem.

Not a game that leans arcade, strips boxing down, and then tells the serious fans they are asking for too much.


A boxing videogame should respect boxing.


That should not be controversial.


## The “Loud Minority” Label Is a Corporate Shield


When a company says “loud minority,” that phrase does a lot of work.


It tries to shrink legitimate criticism.

It tries to make passionate customers look unreasonable.

It tries to separate the “good fans” from the “bad fans.”

It tries to make the people asking for depth, realism, and accountability look like the problem instead of the product being the problem.


In a June 2026 Insider Gaming report, Ash Habib discussed Undisputed’s development and said there was a “very loud vocal minority” asking for changes. The same report also said Steel City Interactive originally wanted to build an authentic boxing game made by boxing fans, for boxing fans. ([Insider Gaming][2])


That is exactly why the criticism matters.


If the game was marketed around authenticity, then the fans have every right to judge it by authenticity.


If the game was sold to boxing fans, then boxing fans have every right to say when it does not feel like boxing.


If the product was built on the promise of being the return of serious boxing videogames, then the serious boxing community has every right to demand more than a shallow hybrid experience that does not fully serve sim players, offline players, or hardcore boxing fans.


You cannot use boxing fans to build hype and then dismiss boxing fans when they point out what is missing.


That is not how consumer trust works.


## Boxing Fans Are Not Asking for Something Impossible


The biggest lie told to passionate fans is that they are asking for “too much.”


Too much realism.

Too many options.

Too much career depth.

Too many sliders.

Too much identity.

Too much footwork.

Too much clinching.

Too much inside fighting.

Too much referee interaction.

Too much offline content.

Too much creation-suite freedom.


But look around gaming.


Sports games have advanced franchise modes, player tendencies, deep animations, scouting, contracts, injuries, progression, presentation packages, team chemistry, and player identity systems.


Racing games have sim settings, assists, tuning, tire wear, weather, damage, setups, track conditions, controller options, wheel support, casual settings, hardcore settings, and multiple ways to play.


Fighting games have training modes, rollback netcode, frame data, ranked systems, casual lobbies, custom inputs, tutorials, replay tools, character archetypes, and competitive balancing.


Role-playing games have branching quests, character builds, factions, relationships, reputation systems, world states, traits, choices, companions, and deep customization.


So why is boxing always treated like it has to be small?


Why does boxing have to accept less?


Why are boxing fans told that realistic clinching is too much?

Why are boxing fans told that proper inside fighting is too much?

Why are boxing fans told that real stamina, real punch variation, real damage, real footwork, real tendencies, real boxer identity, and real career mode depth are unrealistic expectations?


That is not a problem with the fans.


That is a problem with the standard being set too low.


## Options Are the Solution


The most important word in this entire debate is simple:


Options.


A realistic boxing game does not have to force every player into one experience. That is the whole point.


Give casual players their lane.

Give hybrid players their lane.

Give sim players their lane.

Give online players their lane.

Give offline players their lane.

Give content creators their tools.

Give career-mode players their depth.

Give creation-suite players their freedom.


This should not be a war between casual and hardcore players. It should be a design problem solved through options.


A serious boxing videogame should have:


Simulation settings.

Hybrid settings.

Casual settings.

Realistic stamina options.

Arcade stamina options.

Realistic damage options.

Safer damage options.

Full referee options.

Simplified referee options.

Full clinch control.

Optional auto-clinch systems.

Realistic judging.

Simplified judging.

Hardcore career mode.

Basic career mode.

Offline depth.

Online balance.

CPU vs. CPU.

Player vs. CPU.

Player vs. player.

Creation-suite sharing.

Tendency sliders.

Attribute sliders.

Trait systems.

Boxer identity systems.


That is how you serve a wider audience without betraying the core audience.


The answer is not to water boxing down until nobody is fully satisfied. The answer is to build a layered boxing experience where players can choose how deep they want to go.


## What the Sim Boxing Community Should Demand


The sim boxing community should stop arguing in circles and start organizing around clear demands.


Not vague complaints.

Not random anger.

Not scattered posts that disappear after a day.


Clear demands.


A serious realistic/sim boxing videogame should include real boxing systems, not just boxing visuals.


### 1. Real Boxer Identity


Every boxer should not move, punch, defend, react, and tire the same way.


Boxers need identity.


That means tendencies.

Capabilities.

Traits.

Attributes.

Mannerisms.

Signature punches.

Defensive habits.

Footwork patterns.

Punch arcs.

Inside-fighting behavior.

Clinch behavior.

Ring IQ.

Recovery habits.

Composure.

Durability.

Punch selection.

Risk tolerance.

Pressure style.

Counterpunching style.


A boxer should feel like himself, not like a skin placed over the same shared animation base.


George Foreman should not feel like Muhammad Ali.

Mike Tyson should not feel like Larry Holmes.

Joe Frazier should not feel like Deontay Wilder.

Floyd Mayweather Jr. should not feel like Arturo Gatti.

Roberto Durán should not feel like Wladimir Klitschko.


Boxing is identity.


A boxing game without deep boxer identity is not a serious boxing game.


### 2. Real Footwork and Ring Positioning


Footwork is not just movement speed.


Footwork is balance.

Angles.

Range.

Weight transfer.

Exit routes.

Cutting off the ring.

Pivoting.

Resetting.

Stepping around the lead foot.

Controlling the center.

Fighting off the ropes.

Getting trapped in corners.

Using lateral movement with purpose.


A realistic boxing game cannot treat movement like floating around a ring with punches attached.


Feet matter.


The foot placement battle between orthodox and southpaw boxers should matter. The lead foot outside position should matter. Pivoting after punching should matter. Stepping in too square should matter. Punching while off-balance should matter.


If the feet are not right, the boxing will never be right.


### 3. Real Inside Fighting


Inside fighting is not two boxers standing close while animations collide.


Inside fighting is a whole game within the game.


Shoulder pressure.

Head position.

Short hooks.

Uppercuts.

Body work.

Framing.

Bumping.

Turning.

Leaning.

Smothering.

Creating small pockets of space.

Fighting for hand position.

Knowing when to work and when to tie up.


A realistic boxing game needs inside fighting that feels intentional, not accidental.


There should be ugly inside fighting. Clean inside fighting. Mauling. Crafty veteran work. Referee warnings. Subtle fouls. Body punching battles. Short-range defense. Positioning wars.


Inside fighting is not optional in boxing.


So it should not be missing or shallow in a boxing videogame that claims authenticity.


### 4. Real Clinching


Clinching is boxing.


It is not just holding.

It is not just stalling.

It is not just a cheap tactic.


Clinching can be survival.

Clinching can be strategy.

Clinching can be fatigue management.

Clinching can be roughhouse boxing.

Clinching can be inside control.

Clinching can be a way to stop momentum.

Clinching can be a way to frustrate a puncher.

Clinching can be dirty.

Clinching can be intelligent.


A serious boxing game should have different types of clinches, different referee reactions, different break speeds, different fighter behaviors, and different ways to fight for position.


Some boxers should be strong in the clinch.

Some should be weak in the clinch.

Some should use it to survive.

Some should use it to bully.

Some should foul.

Some should complain.

Some should know how to hide their work from the referee.


That is boxing.


### 5. Real Stamina and Damage


Stamina should not be a simple gas tank.


A boxer can have arm fatigue, leg fatigue, cardio fatigue, mental fatigue, damage fatigue, panic fatigue, and recovery fatigue.


Throwing too many power punches should matter.

Missing punches should matter.

Getting hit to the body should matter.

Being forced backward should matter.

Clinching should matter.

Holding your guard too long should matter.

Getting trapped on the ropes should matter.

Taking jabs all night should matter.


Damage should also be layered.


Cuts.

Swelling.

Body damage.

Rib damage.

Nose damage.

Eye damage.

Flash knockdowns.

Accumulated punishment.

Delayed reactions.

Leg instability.

Guard deterioration.

Punch resistance decline.

Recovery between rounds.


A realistic boxing game should not just ask, “Is the health bar low?”


It should ask, “What kind of damage is this boxer carrying, and how is it changing the fight?”


### 6. Real Referee Interaction


A referee should not be window dressing.


The referee is part of boxing.


Warnings matter.

Breaks matter.

Deducted points matter.

Low blows matter.

holding matters.

Rabbit punches matter.

Head clashes matter.

Doctor stoppages matter.

Late punches matter.

Protect-yourself-at-all-times moments matter.


Different referees should have different personalities and thresholds.


Some referees allow rough fights.

Some break quickly.

Some warn early.

Some let inside fighters work.

Some do not tolerate holding.

Some stop fights early.

Some let champions take punishment.

Some are strict with fouls.

Some miss things.


That would add realism, drama, and replay value.


### 7. Real Career Mode Depth


Career mode should not be a thin ladder of fights.


A boxing career is not just fight, train, fight, train, title shot.


A real boxing career includes matchmaking, promoters, managers, trainers, gyms, rankings, sanctioning bodies, regional belts, injuries, politics, avoided fights, bad decisions, rivalries, comeback fights, tune-ups, short-notice fights, weight issues, contract disputes, purse splits, mandatory challengers, press pressure, and fan perception.


A serious career mode should let players live in a boxing world, not just run through a menu.


There should be amateur boxing.

Prospects.

Journeymen.

Gatekeepers.

Contenders.

Champions.

Legends.

Comeback fighters.

Regional circuits.

Different eras.

Different gyms.

Different trainers.

Different promoters.

Different career paths.


Boxing is one of the richest sports in the world for storytelling, but boxing games keep treating career mode like an afterthought.


That has to stop.


### 8. Real Creation Suite Freedom


A boxing game lives longer when the community can create.


Create-a-boxer should not be basic.


Players should be able to create boxers with real identity: stance, posture, punch style, punch arcs, defensive habits, ring walk, personality, traits, tendencies, career history, amateur record, pro record, trainer, gym, corner team, gear, nicknames, commentary names, and shareable DNA.


The creation suite should include:


Create-a-boxer.

Create-a-trainer.

Create-a-manager.

Create-a-referee.

Create-a-judge.

Create-a-promoter.

Create-a-gym.

Create-a-belt.

Create-a-brand.

Create-a-style.

Create-a-defense.

Create-a-signature punch.

Create-a-record.

Create-a-career universe.


That is not “arcade.”


That is the kind of depth sports fans expect in modern gaming.


## Stop Letting People Call Boxing Depth “Arcade”


One of the strangest arguments in the boxing videogame community is that depth somehow makes a game arcade.


Different gloves having different feel?

Arcade.


Boots affecting movement?

Arcade.


Heavy hands being represented?

Arcade.


Signature punches?

Arcade.


Traits?

Arcade.


Tendencies?

Arcade.


Referee personalities?

Arcade.


Trainer chemistry?

Arcade.


That argument makes no sense.


Real boxing has equipment differences.

Real boxing has puncher gloves.

Real boxing has movement-based boots.

Real boxing has heavy-handed fighters.

Real boxing has signature punches.

Real boxing has styles.

Real boxing has tendencies.

Real boxing has referees with different thresholds.

Real boxing has trainers who change fights.


The arcade problem is not depth.


The arcade problem is shallow systems, exaggerated balance, universal movement, unrealistic damage, spam-friendly mechanics, and a lack of boxing consequences.


Depth does not make boxing arcade.


Depth makes boxing boxing.


## The Community Needs a Real Movement


PlayStation fans are showing something important: consumer pressure matters when it is organized.


That is what the sim boxing community needs.


Not just scattered comments.

Not just complaints in private groups.

Not just arguments on Discord.

Not just content creators speaking for everybody.

Not just developers choosing which feedback they want to hear.


The community needs a real movement built around specific demands.


A petition.

A third-party survey.

A public feature list.

A sim boxing manifesto.

A demand for options.

A demand for offline depth.

A demand for transparency.

A demand for proper boxing consultation.

A demand for real data.

A demand for the hardcore fans to be respected.


Because here is the truth: the so-called “loud minority” may not be a minority at all.


It may just be the part of the community that knows enough about boxing to recognize what is missing.


It may be the part of the community that stayed loyal the longest.


It may be the part of the community that bought early, promoted the game, gave feedback, created content, defended the idea of a new boxing game, and kept the conversation alive when the genre was dead.


That is not a group to dismiss.


That is the core.


## Companies Need to Stop Confusing Silence With Satisfaction


Not every unhappy player posts.


Some just uninstall.

Some stop buying DLC.

Some stop recommending the game.

Some stop watching content.

Some stop believing the next promise.

Some wait quietly to see if another company does it better.


That is why companies should be careful when they dismiss vocal criticism.


A loud critic is not always the biggest problem.


Sometimes the loud critic is the warning sign before the quiet customers walk away.


The sim boxing fan who writes long posts, fills out surveys, explains systems, compares mechanics, and demands better is not the enemy.


That fan is telling you exactly where the product is failing.


A smart company listens.


A scared company labels.


## The Demand Is Simple: Realistic/Sim Boxing With Options


The demand is not that every player must play one way.


The demand is not that casual players should be ignored.


The demand is not that online balance does not matter.


The demand is not that developers should chase every random complaint.


The demand is this:


Build a boxing game with serious simulation depth and give players options.


Let the casual player turn assists on.

Let the sim player turn realism up.

Let the online player have balanced rule sets.

Let the offline player customize everything.

Let the career player build a legacy.

Let the content creator run CPU vs. CPU.

Let the creation-suite player build an entire boxing universe.

Let the hardcore fan feel respected.


That is the path forward.


Not one shallow middle ground that leaves everyone arguing.


Options.


That is how you make a boxing game for more than one audience without betraying the sport.


## We Are Not the Problem


Boxing fans are not wrong for wanting boxing.


Consumers are not wrong for demanding value.


Hardcore fans are not wrong for expecting depth.


Offline players are not wrong for wanting content.


Creation-suite players are not wrong for wanting freedom.


Sim players are not wrong for wanting realism.


Former boxers, trainers, and knowledgeable fans are not wrong for pointing out when movement, punching, stamina, defense, clinching, inside fighting, and career mode do not reflect the sport.


The problem is not the fan who asks for more.


The problem is when the game industry convinces customers that asking for a better product is somehow disrespectful.


No.


Buying the game gives the customer a voice.


Supporting the game gives the customer a voice.


Promoting the game gives the customer a voice.


Being part of the boxing community gives the customer a voice.


And when that voice says, “This is not realistic enough,” that should not be dismissed as noise.


That should be treated as data.


## If PlayStation Fans Can Protest, Boxing Fans Can Organize


If PlayStation fans can protest a digital-only future because they care about ownership, access, and consumer choice, boxing fans can organize because they care about realism, simulation, authenticity, and options.


Both issues come back to the same thing:


Consumers do not want companies deciding everything for them while pretending the decision is automatically good for the community.


PlayStation fans do not want to lose physical choice.


Boxing fans do not want to lose simulation choice.


PlayStation fans do not want ownership reduced to a license.


Boxing fans do not want boxing reduced to a shallow hybrid experience.


PlayStation fans are saying, “Do not take this away from us.”


Sim boxing fans should be saying the same thing.


Do not take realism away from us.

Do not take offline depth away from us.

Do not take career mode seriously only after backlash.

Do not treat creation-suite depth like a luxury.

Do not erase clinching, inside fighting, referees, tendencies, and boxer identity.

Do not use “authentic” as a marketing word and then ignore the people asking for authenticity.


## The Final Message to Steel City Interactive and Any Company Making a Boxing Game


The message should be direct:


We are not a loud minority.


We are boxing fans.


We are customers.


We are the people who wanted this genre back when most companies ignored it.


We are the people who supported the idea of a new boxing game before it was convenient.


We are the people who know the difference between boxing visuals and boxing systems.


We are the people who understand that a boxer is not just a model, a rating, and a punch animation.


We are the people asking for the sport to be respected.


Give us a realistic/sim boxing videogame with options.


Give us real footwork.

Give us real inside fighting.

Give us real clinching.

Give us real stamina.

Give us real damage.

Give us real referee interaction.

Give us real judging.

Give us real career depth.

Give us real boxer identity.

Give us real creation tools.

Give us real offline content.

Give us sliders.

Give us tendencies.

Give us traits.

Give us simulation settings.

Give us the ability to play boxing the way boxing fans understand boxing.


And give casual players their options too.


That is not unreasonable.


That is the blueprint for a boxing game that can actually last.


The “loud minority” should become organized, focused, and impossible to ignore.


Because if the industry can hear PlayStation fans fighting for physical games, it can hear boxing fans fighting for realistic boxing.


The question is not whether boxing fans are asking for too much.


The question is why boxing fans have been told to accept too little for so long.


[1]: https://blog.playstation.com/ "PlayStation.Blog – Official PlayStation Blog for news and video updates on PlayStation, PS5, PS4, PS VR, PlayStation Plus and more."

[2]: https://insider-gaming.com/undisputed-creator-says-studio-should-have-stuck-to-its-guns-more-often/?utm_source=chatgpt.com "Undisputed Creator Says Studio Should Have \"Stuck To Its ..."


Friday, July 3, 2026

Stop Telling PlayStation Fans to Accept Less

 Some of the loudest voices defending a digital-only PlayStation future do not even act like PlayStation fans. They act like disruption agents trying to silence the pushback before it gains momentum.


Real fans are asking fair questions: What happens to ownership? What happens when servers go down? What happens to collectors, preservation, used games, sharing, lending, and consumer choice?


That is not fake outrage. That is the fan base protecting itself from losing power.


Thursday, July 2, 2026

Where Is the Data? Sony’s Digital-Only PlayStation Move Looks Less Like Consumer Preference and More Like Corporate Preference

 

Where Is the Data? Sony’s Digital-Only PlayStation Move Looks Less Like Consumer Preference and More Like Corporate Preference

Sony’s announcement that new PlayStation games will move to digital formats only is being framed as a natural response to consumer behavior. According to Sony, physical disc production for all new PlayStation console games will end starting in January 2028, with new games sold through the PlayStation Store and retailers in digital formats only. Sony says this is because consumer preferences and the broader entertainment industry are shifting away from physical discs. (PlayStation.Blog)

But that framing deserves serious pushback.

The question is simple: where is the consumer-preference data?

Not sales mix. Not corporate interpretation. Not “most people buy digital now.” Actual data showing that PlayStation customers want physical discs removed as an option.

Because those are two different arguments.

Sony can truthfully say digital sales are dominant. Its FY2025 supplemental financial report shows PlayStation full-game software sales at 317.9 million units, with a 78% full-game digital download ratio for the fiscal year. In Q4, the digital ratio was even higher at 85%. (Sony)

That sounds strong until you look at what it does not prove.

If 78% of full-game software sales were digital, that still leaves roughly 22% outside the digital download ratio. Based on Sony’s own 317.9 million full-game software units, that is about 70 million units. That is not a tiny corner of the market. That is not a dead audience. That is not a group that should be dismissed as irrelevant.

And even that number does not tell the full story, because many players buy both.

A person may buy digital games during sales, grab smaller titles digitally, download multiplayer games for convenience, and still buy major releases physically. That does not mean they want discs eliminated. It means consumers use both formats depending on price, game type, storage space, collectability, resale value, sharing, and long-term access.

That is why Sony’s wording feels deceptive by omission. It uses the growth of digital sales to imply consumer approval for a digital-only future. But buying more digital games does not mean players consent to losing physical ownership options.

Physical games matter because they give consumers leverage. A disc can be collected, resold, lent, traded, gifted, preserved, and sometimes played without the same dependence on a storefront account. Digital games are convenient, but convenience is not the same as ownership. When the license, account, store, server, or terms of service become the gatekeeper, the consumer loses control.

Sony’s own PS3 and PS Vita Store announcement proves why people are worried. Sony said new purchases will eventually stop on those devices, while previously purchased content will remain downloadable “for the foreseeable future.” (PlayStation.Blog)

That phrase alone should make every consumer pay attention.

“For the foreseeable future” is not ownership language. It is access language. It means the company is telling you access will remain available for now, under their conditions, for as long as they continue supporting it.

That is the heart of the issue.

Sony may save money by moving away from physical production. No discs. No packaging. No shipping. Less retail handling. Less used-game competition. Less resale pressure. Less consumer-to-consumer circulation. More control over pricing, storefront access, licensing, and distribution.

So consumers are justified in asking: if physical production costs are being removed, why should game prices stay the same or keep rising?

If the company saves money, where is the consumer benefit? Lower prices? Stronger refund rights? Better preservation guarantees? Transferable licenses? Offline access protections? Permanent download commitments? Clear ownership language?

That is where the conversation should go.

Nobody serious has to pretend digital is unpopular. Digital is clearly huge. But Sony should not hide behind “consumer preference” while removing a format that millions of players still use and value.

The honest statement would be this:

Digital sales dominate, but physical still matters. Many players buy both. Sony is choosing to remove the option anyway.

That is why the backlash is not fake outrage. It is not people refusing to accept the future. It is consumers recognizing that a digital-only future benefits corporations first unless stronger consumer rights come with it.

Sony can call it adapting to trends.

Consumers can call it what it looks like:

less ownership, less choice, and more control moving from the player to the platform holder.

Physics-Based Boxing Games Need Precision, Not Excuses


Physics-Based Boxing Games Need Precision, Not Excuses

There is a common argument in boxing game discussions that says a physics-animation-based boxing game cannot give players precise control over a boxer’s movement. The idea is that the more a game depends on physics, the less control the player has. That is why many traditional fighting games rely heavily on authored animations instead of full physics systems.

There is some truth to that argument, but it is incomplete.

A poorly designed physics-based boxing game can absolutely feel loose, delayed, awkward, and unpredictable. The player may feel like they are fighting the animation system instead of controlling a boxer. Movement can feel floaty. Punches can feel disconnected. Defensive reactions can feel late. Footwork can feel imprecise. In that case, physics becomes a problem.

But that does not mean physics-based boxing is the problem.

The real problem is when physics is allowed to override boxing logic, player intent, technical movement, and responsive control.

Boxing is a sport of precision. It is built around inches, timing, rhythm, balance, range, angles, punch selection, weight transfer, and defensive responsibility. A boxing game cannot treat movement like random body motion. A boxer has to move with purpose.

For example, when a player throws a jab, that jab should not simply be an arm animation attached to a body reacting to physics. The jab should account for stance, lead foot placement, shoulder alignment, reach, balance, timing, and recovery. A stiff jab from a tall outside boxer should not feel the same as a quick range-finding jab from a mobile boxer or a hard piston jab from a pressure fighter.

When a player slips a punch, the boxer should not randomly lean because the physics system pulled the body out of position. A slip should be a controlled defensive action. The boxer should move his head off the centerline while still maintaining enough balance to counter, pivot, clinch, or reset.

When a player pivots, the movement should not feel like the boxer is sliding across the canvas. The lead foot, rear foot, hips, shoulders, and stance width should matter. A clean pivot should create a new angle. A bad pivot should leave the boxer squared up, off balance, or vulnerable to a counter.

When a boxer is trapped on the ropes, physics should help create believable resistance, pressure, and body contact. But the player still needs meaningful control. The boxer should be able to shell up, clinch, turn out, fight inside, frame, or punch his way off the ropes depending on skill, stamina, positioning, and ring IQ.

That is where a real boxing simulation has to find the balance.

The answer is not pure animation or pure physics. The answer is a hybrid combat system.

Player intent should drive the boxer. Authored boxing animations should preserve realistic technique. Physics should handle the consequences of contact, impact, balance disruption, rope interaction, clinch pressure, knockdowns, and body collisions.

That is the correct relationship.

Physics should support the boxing. It should not replace the boxing.

For example, if a player throws a right hand while perfectly balanced, the punch should come out clean, sharp, and technically sound. But if the player throws that same right hand while moving backward, leaning too far forward, standing too square, or getting bumped inside, the punch should lose power, accuracy, recovery speed, or defensive protection.

That is not bad control. That is realistic consequence.

Another example is inside fighting. Inside fighting should not become two boxers magnetically stuck together in a canned animation. Physics can help represent shoulder pressure, chest-to-chest contact, arm entanglement, smothered punches, short hooks, uppercuts, and clinch battles. But the player still needs to choose whether to dig to the body, frame, turn, tie up, push for space, or punch in close.

The same applies to clinching. A clinch should not be a simple button press that triggers a cutscene. It should be a physical and tactical struggle. One boxer may try to tie up both arms. Another may use a single collar tie. Another may lean his weight on the opponent to drain stamina. Another may try to spin out or force the referee to separate them. Physics can make that feel authentic, but player choice still has to matter.

Foot placement is another major example. Orthodox vs southpaw positioning should not be cosmetic. The lead foot battle should influence angles, punching lanes, balance, and defensive openings. If a southpaw gets outside foot position, the straight left should have a cleaner lane. If the orthodox boxer steps incorrectly, he may become vulnerable to the rear hand or lose his ability to pivot away. Physics can support that interaction, but the game still needs precise footwork logic.

This is why the phrase “physics-based” is not enough. A boxing game should not be praised just because it uses physics. It should be judged by how well physics is integrated into boxing mechanics.

Can the player trust the controls under pressure?

Can the boxer move with purpose?

Can punches be thrown with proper range, balance, and recovery?

Can defense happen on command?

Can different styles feel different?

Can a pressure fighter cut off the ring instead of simply chasing?

Can a slick boxer use angles without feeling weightless?

Can a heavy-handed boxer feel dangerous without becoming unrealistic?

Can a tired boxer lose sharpness without becoming unplayable?

Can a hurt boxer still survive through skill, clinching, defense, and ring awareness?

These are the standards that matter.

A boxing game does not become realistic just because bodies react to contact. Realism also requires control, discipline, timing, decision-making, and consequence. A boxer should not feel like a ragdoll with gloves. He should feel like a trained athlete with habits, strengths, weaknesses, balance, technique, and intention.

That is why the claim that “physics-based boxing means you cannot have precise control” should be challenged carefully. It can be true in a bad system, but it should not be accepted as a universal rule.

The better statement is this:

A boxing game cannot allow physics to overpower player intent.

Physics should create believable consequences. It should affect impact, balance, damage, clinch pressure, knockdowns, rope movement, and body collisions. But the boxer’s technical actions still need to be responsive, readable, and controllable.

If a developer claims they are building the first boxing simulator to achieve both precise motion and realistic physics, that is an ambitious claim. It should be respected, but it also has to be proven through gameplay.

The proof is not in the marketing phrase.

The proof is in whether the boxer can jab with purpose, defend with timing, move with balance, cut off the ring, fight inside, clinch intelligently, recover realistically, and express an authentic boxing identity.

The future of boxing games should not be pure animation or uncontrolled physics. It should be intentional boxing control supported by physics-driven consequences.

Because boxing is not random movement.

Boxing is not chaos.

Boxing is controlled violence, technical discipline, and physical consequence happening at the same time.

A great boxing game has to understand all three.

“Physics should make mistakes feel real, not make control feel broken.”

Wednesday, July 1, 2026

Stop Treating Boxing Videogames Like Arcade Fighting Games With Gloves


Stop Treating Boxing Videogames Like Arcade Fighting Games With Gloves

A company making a boxing videogame absolutely needs a Senior Combat Designer.

That should not even be a debate.

The idea that a Senior Combat Designer is only useful for arcade fighting games shows a lack of understanding of what boxing actually is. Boxing is combat. Boxing is timing, distance, rhythm, defense, ring control, stamina, foot placement, punch selection, pressure, counters, clinching, body work, judging, damage, recovery, and adjustments.

If anything, a realistic boxing videogame needs a Senior Combat Designer more than a basic arcade fighting game does because boxing is not supposed to be built around button-mashing, flashy exchanges, or generic attack animations.

Boxing needs structure.

Boxing needs logic.

Boxing needs consequences.

Boxing needs identity.

And if a company does not have the right people leading the combat system, the game will eventually expose itself.

Licensed Boxers Do Not Automatically Make a Boxing Game Authentic

This is where many companies get it wrong.

They think if they have licensed names, scanned faces, good graphics, trunks, gloves, arenas, and commentary, they have created an authentic boxing game.

No.

That is presentation.

That is not boxing.

A real boxing game is not defined by how many famous boxers are on the roster. It is defined by whether those boxers actually behave, move, punch, defend, adjust, tire, recover, and compete like themselves.

If Muhammad Ali, Mike Tyson, Joe Frazier, George Foreman, Floyd Mayweather Jr., Roy Jones Jr., Canelo, Bernard Hopkins, Deontay Wilder, and Oleksandr Usyk all feel like the same boxer with different ratings, then the game has already failed at boxer identity.

That is not authenticity.

That is a costume system.

A boxer’s identity cannot only come from numbers on a screen. It has to come from tendencies, traits, capabilities, rhythm, punch selection, defensive behavior, movement patterns, risk tolerance, stamina behavior, ring IQ, finishing instincts, and how that boxer reacts under pressure.

That requires real combat design.

A Boxing Game Without Deep Combat Design Becomes a Punch-Trading Game

A shallow boxing game always reveals itself the same way.

The jab does not control range.

Footwork does not matter enough.

Stamina does not punish reckless behavior.

Defense feels limited.

Inside fighting is missing or weak.

Clinching is fake, broken, or absent.

Body shots do not create long-term consequences.

The ropes do not feel dangerous.

The corners do not create real pressure.

The AI does not adjust.

The referee does not matter.

Judging feels disconnected.

Every boxer starts feeling too similar.

At that point, the game is not really boxing. It is two digital characters trading punches until the damage meter decides what happens.

That is why companies need to stop acting like boxing is easy to design.

Boxing is simple to watch, but extremely complex to simulate.

A Senior Combat Designer Is Not an Arcade Fighting Game Role

Some people hear the words “combat designer” and immediately think of arcade fighting games, combo strings, meters, special moves, frame traps, and flashy systems.

That is not the full meaning of the role.

In a boxing videogame, a Senior Combat Designer should be responsible for the entire language of combat.

They should be asking:

Does range matter?

Does timing matter?

Does balance matter?

Does foot placement matter?

Does the jab have authority?

Can a boxer fight off the back foot?

Can a boxer pressure intelligently?

Can a boxer survive when hurt?

Can a boxer clinch with purpose?

Can a boxer smother punches?

Can a boxer win rounds without chasing knockouts?

Can a boxer cut off the ring?

Can a boxer lose because of bad tactics?

Can a boxer win because of ring IQ?

If the answer to these questions is no, then the game is missing the soul of boxing.

That is not a small issue. That is the foundation.

The Wrong Combat Designer Can Hurt a Boxing Game

The problem is not having a Senior Combat Designer.

The problem is hiring a Senior Combat Designer who does not understand boxing.

A company cannot just take someone from a general action game, arcade fighting game, or MMA-style combat game and assume they automatically understand boxing.

Boxing has its own rules.

A boxing game cannot be designed like every exchange is supposed to be “fun” in the arcade sense. Sometimes the fun in boxing comes from discipline. Sometimes it comes from making the opponent miss for three rounds before breaking them down. Sometimes it comes from controlling distance with a jab. Sometimes it comes from surviving a bad round. Sometimes it comes from forcing a boxer to fight at a pace they hate.

That is boxing.

If the combat designer only understands videogame excitement but not boxing consequences, the game will lean toward shallow exchanges, unrealistic pressure, spam-friendly mechanics, weak defense, and generic boxer behavior.

That is how boxing gets disrespected in its own videogame genre.

Boxing Should Not Be Built Around Excuses

Companies love to talk about budget, manpower, resources, limitations, timelines, and priorities.

But let’s be honest: if a company is charging full price, selling DLC, promoting licenses, marketing authenticity, and using the boxing community to build hype, then boxing fans have every right to ask for real boxing systems.

Do not sell people “authentic boxing” and then treat basic boxing mechanics like luxury features.

A real boxing game should not have to beg for:

Functional footwork.

Realistic stamina.

Meaningful jabs.

Inside fighting.

Clinching.

Referee presence.

Ropes and corner logic.

Different defensive styles.

Style-specific AI.

Boxer tendencies.

Signature punches.

Body-shot consequences.

Judging logic.

Deep career systems.

CPU versus CPU.

Creation tools.

Those are not ridiculous demands. Those are boxing videogame fundamentals.

If older games and smaller projects could attempt deeper systems decades ago, modern companies should not act like basic boxing depth is impossible today.

The Development Team Has to Respect Boxing

A serious boxing videogame cannot be built by a team that only understands games.

It needs a team that understands boxing and games.

That means the company needs more than programmers and animators. It needs specialists.

It needs a Senior Combat Designer to lead the combat vision.

It needs a Boxing Systems Designer to protect the sport-specific mechanics.

It needs Gameplay Programmers who can implement timing, hit detection, movement, stamina, defense, and collision properly.

It needs an Animation Director who understands that boxing movement is not just visual style. It is information.

It needs a Combat Animation Team capable of building different jabs, hooks, uppercuts, body shots, defensive motions, clinches, pivots, slips, rolls, fatigue animations, and signature punches.

It needs a Technical Animator to connect animation, physics, and gameplay so boxers do not slide, float, snap, or punch without weight.

It needs a Physics Programmer for impact, balance, body weight, knockdowns, stumbles, rope interaction, glove contact, and clinch resistance.

It needs an AI Designer who can make CPU boxers think, adjust, pressure, survive, counter, protect leads, and exploit weaknesses.

It needs a Boxer Identity Designer who makes sure boxers are not just rating sheets with famous names.

It needs Boxing Consultants from different parts of the sport: former boxers, trainers, referees, judges, cutmen, matchmakers, commentators, promoters, and equipment experts.

It needs a Career Mode Designer who understands that boxing careers are not simple ladders. They are built around matchmaking, risk, rankings, belts, politics, money, injuries, camps, timing, rivalries, reputation, and legacy.

It needs a Universe Mode Designer who can build a living boxing world with CPU versus CPU fights, rankings movement, prospects rising, veterans declining, upsets, rematches, retirements, title vacancies, and era-building.

It needs a Referee and Judging Systems Designer because fouls, warnings, point deductions, clinching, breaks, scorecards, close rounds, and controversial decisions are part of boxing.

It needs a Creation Suite Designer because boxing fans want to build boxers, styles, trainers, gyms, records, belts, organizations, eras, divisions, and entire universes.

It needs Network Engineers because online boxing is timing-based, and bad netcode can destroy counters, slips, blocks, stamina, knockdowns, and hit validation.

It needs Boxing-Literate QA Testers because general testers may know when a game functions, but boxing-literate testers know when the game does not box.

That is the difference.

General Game Testing Is Not Enough

A boxing videogame can pass general QA and still fail boxing fans.

A general tester might say:

“The punch button works.”

A boxing-literate tester asks:

Why is this punch landing from the wrong range?

Why is this boxer throwing at full speed while exhausted?

Why is the jab useless?

Why can pressure be abused without consequences?

Why does every boxer recover the same way?

Why does a defensive boxer not defend intelligently?

Why does the AI ignore body damage?

Why does the game allow unrealistic punch volume?

Why does footwork feel floaty?

Why does the referee have no control?

Why does the scoring not reflect the rounds?

Why does the boxer with the wrong style dominate because of game mechanics?

That is the difference between testing a videogame and testing a boxing videogame.

Companies Need to Stop Using “Realism” as a Marketing Word

This is one of the biggest issues.

Companies love words like:

Authentic.

Realistic.

Simulation.

True boxing.

Made for boxing fans.

Built by boxing fans.

Respecting the sport.

But those words mean nothing if the systems do not back them up.

Authenticity is not a trailer.

Authenticity is not a licensed roster.

Authenticity is not a face scan.

Authenticity is not a famous commentator.

Authenticity is not saying the word boxing over and over.

Authenticity is when the game actually rewards boxing knowledge.

A real boxing game should make players think:

I need to control range.

I need to manage stamina.

I need to avoid getting trapped.

I need to use my jab.

I need to change levels.

I need to protect my body.

I need to make this boxer miss.

I need to take away his lead hand.

I need to avoid fighting his fight.

I need to win this round.

I need to survive until the bell.

I need to adjust.

That is boxing.

Stop Calling Boxing Depth “Asking for Too Much”

Some fans and companies act like asking for real boxing systems is unrealistic.

No. It is not.

Asking for a boxing game to have inside fighting is not asking for too much.

Asking for clinching is not asking for too much.

Asking for a referee is not asking for too much.

Asking for style identity is not asking for too much.

Asking for realistic stamina is not asking for too much.

Asking for boxers to move differently is not asking for too much.

Asking for CPU versus CPU is not asking for too much.

Asking for a deep creation suite is not asking for too much.

Asking for a career mode that actually represents boxing is not asking for too much.

These requests are only treated like “too much” when the expectations for boxing videogames have been lowered.

Boxing fans have been asked to accept less for too long.

If a Company Wants Casual Fans, It Still Needs Hardcore Boxing Logic

Another mistake companies make is thinking realism scares away casual players.

That is lazy thinking.

A realistic boxing game can still be accessible.

The answer is not to make boxing shallow. The answer is to give players options.

Have casual, hybrid, and simulation lanes.

Have assists.

Have tutorials.

Have training modes.

Have sliders.

Have rule presets.

Have simplified controls for new players.

But do not destroy the sport just to make the game easier.

Casual players can learn boxing if the game teaches boxing properly. In fact, a great boxing game can turn a casual player into a hardcore fan because the sport itself is fascinating when it is represented correctly.

The problem is not realism.

The problem is poor design.

The Final Point

A company making a boxing videogame should absolutely have a Senior Combat Designer.

But that designer must understand boxing.

The company also needs boxing systems designers, gameplay programmers, animation experts, physics programmers, AI designers, network engineers, career designers, universe designers, referee and judging designers, creation suite designers, consultants from the boxing world, and QA testers who actually understand the sport.

A boxing videogame is not just a fighting game with gloves.

It is a sport simulation, a combat system, a strategy game, a career ecosystem, a broadcast presentation, a creation platform, and a boxing culture product all in one.

If a company wants to sell authenticity, then it needs to build authenticity.

If a company wants to use the boxing community for hype, then it needs to respect what boxing fans are asking for.

If a company wants to charge full price, then it needs full boxing systems.

Stop treating boxing fans like they are asking for impossible features.

Stop treating basic boxing mechanics like luxury requests.

Stop building generic punch-trading games and calling them realistic boxing.

A true boxing videogame should not just let boxers punch.

It should let boxers box.

This one has a stronger “no excuses” tone while still sounding organized and serious.

Digital-Only Gaming Should Not Mean Paying the Same Price for Less Ownership


Every time gamers criticize rising prices, digital-only consoles, or the slow disappearance of physical discs, somebody jumps in with the same defense:

“AAA games cost too much to make now.”

Yes, they do.

Modern AAA games can cost hundreds of millions of dollars to develop. Promotion and distribution can also cost massive money. Servers, patches, licensing, platform fees, salaries, QA, live operations, motion capture, voice acting, middleware, engines, and post-launch support are all real expenses.

Nobody serious is denying that.

But that argument is being used to shut down a much bigger consumer issue.

Game development costs going up does not automatically justify players losing ownership while still paying premium prices.

That is the part people keep dodging.

The Cost Argument Only Tells Half the Story

When companies talk about rising costs, they usually mention development budgets, marketing budgets, server costs, and the financial pressure of making modern games. That part is fair.

Games are bigger now. Teams are larger. Production cycles are longer. Expectations are higher. Technology is more demanding. Online support is expensive. Licensing real people, brands, music, leagues, fighters, athletes, cars, or weapons can cost serious money.

So yes, the industry has real expenses.

But customers also have a real question:

Why are players being asked to pay more while getting less control over what they buy?

Because that is exactly what is happening with digital-only gaming.

Removing the Disc Removes Costs Too

When companies move away from physical discs, they are not just changing how players access games. They are removing parts of the traditional product chain.

They remove manufacturing.
They remove packaging.
They remove shipping.
They remove physical retail storage.
They remove shelf space.
They reduce dependency on physical distribution.
They reduce the role of stores, warehouses, and boxed inventory.

No, removing a disc does not magically erase the cost of making the game. Nobody should pretend a $70 game should automatically become $40 just because it is digital.

But it absolutely removes some costs from the business side.

So players have every right to ask:

Where is the savings going?

Because from the customer side, the value is not increasing. In many ways, it is shrinking.

Digital-Only Takes Away Consumer Benefits

A physical game is not just a plastic case and a disc. It represents options.

With physical games, players can trade them in. They can resell them. They can lend them to a friend. They can collect them. They can preserve them. They can buy used copies. They can sometimes still play long after a storefront changes, a license expires, or a company stops caring.

Digital-only gaming weakens or removes many of those options.

No resale.
No trade-ins.
No lending.
No true collecting.
No used game competition.
No physical backup.
No guarantee of long-term preservation.
More dependency on servers, licenses, patches, storefronts, accounts, and company policies.

That is not a small issue. That is a major shift in consumer rights.

So when players complain about losing discs, they are not just being nostalgic. They are defending ownership, access, preservation, and control.

Convenience Is Not the Same as Ownership

Digital games are convenient. Nobody should deny that either.

You can download games instantly. You do not have to swap discs. You can access your library from one account. Sales can be frequent. Preloading is convenient. Storage management is easier in some ways.

But convenience is not ownership.

A digital purchase can feel like ownership, but in many cases, it is closer to licensed access. You are depending on the platform, the account, the servers, the storefront, and the company’s continued support.

If a game requires online access, server authentication, account verification, or missing patches to function properly, then the player is not fully in control of the product they paid for.

That is why fans are right to be concerned.

Because an all-digital future can easily become a future where players pay full price but own less than ever.

Expensive Games Do Not Give Companies a Blank Check

The biggest problem with the “games are expensive” argument is that some people use it like it ends the conversation.

It does not.

Expensive production explains why companies want more money. It does not explain why customers should accept less ownership.

If companies want to charge premium prices, then players have every right to demand premium value.

That means complete games at launch.
That means offline access where possible.
That means server shutdown protections.
That means preservation plans.
That means clear refund policies.
That means fair digital ownership terms.
That means transparency when a game depends on online services.
That means not selling players a product today that can disappear tomorrow.

Customers are not wrong for asking hard questions.

They are not spoiled for wanting value.

They are not fake outraged for caring about physical media.

They are not “bitching” just because they refuse to blindly defend billion-dollar business models.

If the Price Stays Premium, the Value Should Be Premium Too

This is the real issue:

If physical production costs are removed and physical ownership benefits are removed, then something has to give.

Either the price should come down, the value should go up, or consumer protections should get stronger.

Digital-only games should not cost the same while giving players less control.

If companies are saving money on manufacturing, packaging, shipping, physical distribution, retail logistics, and used game competition, then players are allowed to question why none of that seems to benefit the consumer.

Because right now, the deal often looks one-sided.

The company gets more control.
The company reduces physical costs.
The company eliminates used game competition.
The company keeps players inside its digital storefront.
The company controls access, pricing, licenses, refunds, and availability.

Meanwhile, the player pays full price and loses ownership rights.

That is not progress for consumers. That is corporate control dressed up as convenience.

Physical Media Still Matters

Physical discs are not perfect. Many modern games still require patches. Some discs do not contain the full game. Some games are broken at launch even with a disc. Some physical editions are basically download keys in a box.

That is a separate problem, and it proves the point even more.

The industry has already weakened physical ownership in many ways. That does not mean players should stop fighting for it. It means they should fight harder for better standards.

A physical copy should matter.
A disc should contain as much of the playable game as possible.
Single-player games should not be unnecessarily online-only.
Offline modes should be preserved.
Players should not lose access because a server goes down.
Collectors should not be treated like outdated customers.

Physical media is not just about nostalgia. It is about preservation, access, and consumer leverage.

Stop Acting Like Customers Owe Companies Sympathy

Game companies are businesses. They are allowed to make money. They are allowed to explain their costs. They are allowed to price products based on the market.

But customers are also allowed to respond.

Players do not owe companies blind loyalty.
Players do not owe publishers automatic sympathy.
Players do not owe corporations silence.
Players do not have to defend every price increase, every digital restriction, every missing feature, every server dependency, or every anti-consumer decision.

The relationship is simple:

Companies sell a product. Customers judge the value.

If the product gives players less ownership, less control, fewer rights, and more dependency, then criticism is valid.

That is not entitlement. That is the marketplace talking back.

The Real Question

The real question is not whether AAA games are expensive.

They are.

The real question is this:

If players are paying premium prices, why are they getting less ownership?

That is the debate people keep trying to avoid.

You cannot keep charging players like they own something while slowly turning purchases into temporary access.

You cannot remove discs, remove resale, remove lending, remove preservation, remove trade-ins, remove used game competition, and then tell players they should be grateful because development costs are high.

That is not a serious argument.

That is a distraction.

Final Word

Rising development costs are real.

But so is the customer losing ownership.

Both things can be true at the same time.

AAA games cost a lot to make, but that does not mean players should accept digital-only gaming without demanding better rights, better value, and better protections.

If the future is digital, then the future needs stronger consumer guarantees.

Digital-only games should either be cheaper, offer stronger ownership rights, or come with more value.

They should not cost the same while giving players less.

This version keeps the argument firm but harder to dismiss because it admits the real costs before exposing the weak consumer-value argument.

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