Sunday, February 23, 2025

Common Excuses Game Companies Give to the Ignorant

 Here’s a detailed breakdown addressing all the common excuses given for why a realistic boxing video game isn’t being developed, along with counterarguments:


Excuse #1: "Boxing isn’t popular enough to sell well."

Counterargument:

  • A game doesn’t need a sport’s popularity to succeed; it needs great gameplay and depth. Many niche sports games have thrived due to quality execution (UFC, Fight Night, MLB The Show).
  • Many gamers support sports games based on depth and gameplay before worrying about real-life popularity.
  • A well-made boxing game can drive sales and even grow boxing’s popularity.
  • Boxing is a global sport with passionate fans who have supported past games (Fight Night, Knockout Kings).
  • Many successful games (Elden Ring, Dark Souls, Cyberpunk 2077) weren’t mainstream topics before their release but became huge due to execution.

Excuse #2: "Boxing lacks enough star power to attract buyers."

Counterargument:

  • Games like UFC, WWE 2K, and PES (before licensing deals) thrived without full rosters of superstars.
  • Having real boxers is a plus, but a strong gameplay foundation matters more. UFC games often sell on mechanics and deep modes, not just fighter names.
  • A realistic boxing game can succeed by offering customization—letting players create and fill weight divisions with custom boxers, much like Fire Pro Wrestling does.
  • Many sports gamers enjoy playing as fictional or unknown fighters if the game is engaging and realistic.

Excuse #3: "Licensing issues make it too difficult."

Counterargument:

  • A full roster of licensed boxers isn't necessary—games like UFC built rosters gradually.
  • A game could focus on fictional boxers while allowing players to create real ones, similar to WWE 2K's creation suite.
  • Fight Night Champion had a limited roster, but mods and creation tools helped players fill the gaps.
  • Developers could work with managers and promotions rather than just individual boxers.

Excuse #4: "Boxing games are hard to make due to complex mechanics."

Counterargument:

  • Complex mechanics are manageable with today’s technology—modern motion capture, AI advancements, and physics engines make realistic boxing more achievable than ever.
  • UFC games have successfully implemented various grappling, striking, and movement mechanics, which are arguably more complex than boxing.
  • The lack of effort in trying is the real issue—other sports have evolved while boxing games have stagnated.
  • Motion capture isn’t the only way—AI-driven tendencies can be developed by analyzing footage of real fights.

Excuse #5: "Casual players won’t enjoy a realistic boxing game."

Counterargument:

  • A game can cater to both casuals and hardcore fans by offering multiple control schemes, difficulty levels, and assist options.
  • Many casual players enjoy realism when presented well—NBA 2K, FIFA, and Madden are successful despite being sim-heavy.
  • Fight Night and UFC games both managed to attract casuals while still keeping depth for serious players.
  • Features like training mini-games, free-mode, and auto-control options can help casuals ease into realistic mechanics.

Excuse #6: "Boxing doesn’t have the same yearly cycle as other sports."

Counterargument:

  • A great boxing game doesn’t need annual releases—one well-made game with updates and DLC can sustain itself for years (UFC games have lasted 3-4 years between releases).
  • Boxing is a sport where historic fighters matter just as much as current ones—past legends can drive longevity.
  • Online support, roster updates, and customization tools can extend a game’s lifespan significantly.
  • WWE and UFC games have proven that longevity is achievable with strong career and customization modes.

Excuse #7: "A boxing game won’t be profitable."

Counterargument:

  • Fight Night Champion sold over 1.3 million copies, despite being on the tail end of the boxing game era.
  • The demand for a realistic boxing game is higher than ever, with fans still playing decade-old games and modding them.
  • Games with strong customization (WWE 2K, Fire Pro Wrestling) have thriving communities, proving longevity is possible even without a massive mainstream audience.
  • The success of Undisputed's early access sales proves there is a hungry audience for a well-made boxing sim.

Excuse #8: "It’s hard to balance arcade vs. simulation gameplay."

Counterargument:

  • A game should commit to realism and allow customization options so players can tweak settings to their liking.
  • NBA 2K, Madden, and FIFA offer sliders and gameplay tuning—boxing can do the same.
  • Fight Night had sim elements but was often too arcadey—many fans prefer a true sim experience.
  • Companies must stop nerfing realism and embrace what makes boxing unique: strategy, pacing, and skill.

Excuse #9: "Boxing is too slow compared to other fighting games."

Counterargument:

  • Boxing isn’t meant to be fast like Street Fighter or Mortal Kombat—it’s a strategic sport with unique pacing.
  • UFC games have slower, methodical gameplay and still attract millions of players.
  • Not every game needs to be action-packed—some players prefer depth and realism over button-mashing.

Excuse #10: "There’s no demand for a boxing game."

Counterargument:

  • Massive demand exists—communities continue playing old boxing games, and every UFC game release sparks discussion about a new boxing game.
  • The success of Undisputed's early access and the outcry for Fight Night's return prove fans want a boxing sim.
  • Even outside gaming, the rise of influencer boxing (Jake Paul, KSI, etc.) has reignited boxing’s mainstream appeal.
  • EA UFC forums, YouTube videos, and social media constantly have discussions about a new boxing game.

Excuse #11: "Modern gaming trends don’t favor boxing."

Counterargument:

  • Modern gaming favors customization, online content, esports, and realism—all of which fit a boxing game.
  • Ultimate Team modes could exist in a boxing game, focusing on building a stable of fighters.
  • Career mode depth, training camps, and gym management could give boxing a long-term appeal similar to MyCareer in NBA 2K.
  • Online leagues and ranked matches could drive engagement like FIFA or Madden.

Final Thoughts

Every excuse given for why a realistic boxing game isn’t being developed can be debunked. The real issue is lack of effort and investment from developers, not the sport’s popularity or feasibility. Boxing fans have waited too long, and with today’s technology, there’s no reason why a deep, customizable, and realistic boxing sim can’t exist.


 The technology already exists to create a realistic boxing video game—it's just a matter of effort and commitment from developers. Let’s break it down:


1. Realistic Physics and Collision Detection

Technology Exists:

  • Games like UFC 5, NBA 2K, and Madden already use real-time physics for strikes, movement, and body interactions.
  • Fight Night Champion had some physics-based knockdowns, but today’s engines (like Unreal Engine 5) allow for real-time punch reactions, balance shifts, and dynamic impacts.
  • Undisputed is attempting realistic footwork but hasn’t fully capitalized on modern physics tech.

🔹 How It Would Work in a Boxing Game:

  • Punches should connect based on real collision detection, not canned animations.
  • Fighters should stumble or fall if they swing too wide or get hit off balance.
  • Rope physics can allow knockdowns where fighters get tangled, fall through, or bounce off.

2. Advanced AI for Realistic Boxer Behavior

Technology Exists:

  • AI in FIFA, NBA 2K, and UFC already mimics real-life tendencies of players/fighters.
  • Neural networks and machine learning allow AI to adjust in real-time based on the player’s tendencies.
  • Motion capture isn’t necessary—AI can learn from video footage of real boxers to replicate styles, stances, and habits.

🔹 How It Would Work in a Boxing Game:

  • Each boxer should have unique movement, punch selection, and reactions based on their real tendencies.
  • AI should adjust to player behavior—if you’re aggressive, AI should counteract that with movement or clinching.
  • Fighters should have realistic flaws—some struggle under pressure, some excel in later rounds.

3. Realistic Footwork and Stamina Systems

Technology Exists:

  • UFC 5 and FIFA use momentum-based footwork—boxing can have realistic weight shifting, pivots, and angles.
  • NBA 2K’s stamina system forces players to pace themselves—a boxing game should apply this to punch output, movement, and blocking.

🔹 How It Would Work in a Boxing Game:

  • Overexertion should cause fighters to lose power, foot speed, and defensive ability.
  • Fatigue should be visibly noticeable—hands dropping, heavy breathing, and slower reactions.
  • Stamina should regenerate based on a fighter’s conditioning, pace, and damage taken.

4. Realistic Punch Variety and Impact

Technology Exists:

  • Games like Undisputed and UFC 5 already allow for different strike animations and angles.
  • Fight Night was too canned, but with procedural animation blending, punches can have natural variations.
  • Power, speed, and accuracy should vary depending on the fighter’s positioning, balance, and fatigue.

🔹 How It Would Work in a Boxing Game:

  • Punches should have different trajectories, speeds, and arcs—no two punches should look the same.
  • A mistimed punch should leave a fighter off balance or exposed to counters.
  • Fighters with poor technique should have slower, sloppier punches compared to skilled boxers.

5. Dynamic Clinching and Infighting

Technology Exists:

  • UFC 5 has realistic grappling mechanics, meaning clinch control in boxing can be implemented.
  • WWE 2K games allow different grappling interactions based on positioning—this can apply to clinch work and inside fighting.

🔹 How It Would Work in a Boxing Game:

  • Clinching should be strategic, allowing fighters to slow down the pace or recover stamina.
  • Some fighters should be better in the clinch, able to rough up opponents or land short punches.
  • Referees should break clinches naturally, depending on how tightly a boxer is holding.

6. Advanced Customization & Creation Suite

Technology Exists:

  • WWE 2K has one of the most detailed creation modes, allowing players to customize everything from faces to fighting styles.
  • NBA 2K has a Create-A-Player system with real facial scanning, which can be applied to boxing.
  • Fire Pro Wrestling allows players to program tendencies for CPU fighters—this should be in a boxing game.

🔹 How It Would Work in a Boxing Game:

  • Players should be able to create fighters, trainers, referees, and even promoters.
  • Boxer tendencies should be adjustable—aggressiveness, counter-punching, stamina management, and footwork.
  • CPU-created boxers should evolve over time, learning and adapting to playstyles.

7. Presentation, Commentary & Broadcast Mode

Technology Exists:

  • NBA 2K and Madden have dynamically updated commentary based on real-world events—boxing can do the same.
  • AI-powered voice synthesis can generate new fight commentary without needing constant recording sessions.
  • NFL 2K5 had a SportsCenter-style highlight show—this can be adapted for pre-fight hype, weigh-ins, and post-fight breakdowns.

🔹 How It Would Work in a Boxing Game:

  • Realistic PPV-style intros, tale-of-the-tape, and fighter entrances.
  • Dynamic commentary that reacts to your fighter’s record, performance, and history.
  • A broadcast mode with highlights from other fights in the division.

8. Multiple Game Modes for Longevity

Technology Exists:

  • Career modes in NBA 2K, Madden, and UFC already have long-term progression, gym training, and rivalries.
  • Promoter mode could work like Football Manager, allowing players to build a boxing stable.
  • Tournaments and online rankings could be done similarly to FIFA Ultimate Team.

🔹 How It Would Work in a Boxing Game:

  • A deep career mode with amateur, Olympic, and pro circuits.
  • Manager/Promoter mode where you guide a boxer’s career, set up fights, and deal with contracts.
  • Online leagues where players rank up and move through realistic fight circuits.

Conclusion: The Technology Is There—No More Excuses

Every technological hurdle that used to exist for boxing games has already been solved in other sports and fighting games:
Real-time physics & punch reactions – Used in UFC 5, NBA 2K, FIFA.
AI-driven fight tendencies – Used in FIFA, Fire Pro Wrestling, NBA 2K.
Dynamic footwork & movement – Used in UFC, FIFA, NBA 2K.
Advanced creation suite – Used in WWE 2K, Fire Pro Wrestling.
Realistic stamina & damage systems – Used in NBA 2K, UFC.
Dynamic presentation & broadcast mode – Used in NFL 2K5, NBA 2K.

A realistic boxing game isn’t being neglected because of limitations—it’s being ignored because of lack of vision and commitment.

💡 Developers have all the tools they need—they just need to execute.

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