1. Five Years with Missing Foundations: Time vs Priorities
If a studio has spent five years developing a boxing video game and still lacks foundational elements like:
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Clinching
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Referees with proper logic
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Realistic punch tracking and stamina systems
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Fighter tendencies or style-based AI
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Ring control mechanics
…then “time-consuming” tasks can’t be the excuse anymore. Development time needs to reflect prioritization, not just length. Many small teams have built full-featured indie games in far less time.
❗ A game in development for 5+ years that’s still lacking the fundamentals of the sport is not facing a “time” issue — it’s facing a vision or leadership issue.
2. The Indie Studio Excuse is Worn Out
Yes, it’s true they’re an independent company. But:
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They have a large Discord and social media presence.
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They’ve raised funding and partnered with publishing/distribution services.
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They’ve hired veterans from AAA studios, including EA and Codemasters.
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They’ve had public backing and exclusive licensing agreements.
So why keep using the “we’re a small indie team” defense when:
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Expectations were set with trailers and early statements.
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There’s been time and opportunity to bring in help or realign vision.
🔍 Being indie doesn’t absolve accountability when you’ve marketed your game like a AAA title and made promises based on simulation realism.
3. Why Aren’t They Outsourcing?
If the internal team lacks the expertise or bandwidth to build:
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A dynamic referee system
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Realistic clinching mechanics
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Authentic boxer motion capture or AI
…then they should absolutely be outsourcing.
Examples of what could be outsourced:
Area | Outsourcing Solution |
---|---|
Animation | Hire mocap studios with pro boxers |
AI Behavior | Contract combat sports AI developers |
Referees & Clinching | Use consultants from other sports sims (e.g., wrestling or MMA games) |
Commentary & Audio | Partner with sound studios familiar with sports dynamics |
UI/UX Systems | Freelance game HUD designers to speed up development |
💡 Games like Hellblade, Cuphead, and even parts of NBA 2K outsourced key systems to achieve high-quality results on tighter timelines.
4. Veterans on the Team: No More Excuses
When a team includes developers who worked on Fight Night, F1, or other major sports games, it raises fair expectations that:
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Core sports systems should not be considered “too hard.”
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Player AI, rules enforcement, and stamina/pacing should reflect the sport’s DNA.
If these veterans are unable (or unwilling) to push for realism, then:
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Either they’re being constrained by leadership or direction, or
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They’re not as committed to sim realism as marketed.
You can’t market “the most authentic boxing sim ever” and then dodge the work that realism requires.
5. Accountability Over Excuses
Bottom Line:
A five-year development cycle without clinching, referees, stamina impact, or true AI should not be defended by:
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“It’s too hard.”
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“We’re just indie.”
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“We don’t have time.”
You had time. You had support. You had the platform.
So now, players want results, realism, and accountability.
-Realistic boxing isn’t a wishlist — it’s the minimum foundation for the sport.
-If the internal team is overwhelmed, then leadership must outsource, hire, or restructure — not blame the complexity of the sport.