Thursday, July 17, 2025

The Misunderstanding of "Realism" in Games

 “Not saying Undisputed can’t be a realistic boxing game. But every single nook and cranny from real life being put into a game and expecting it to work cohesively is a bit wild to me.”


1. The Misunderstanding of "Realism" in Games

This argument shows a misunderstanding of what fans mean when they ask for realism. Most realism-focused fans:

  • Aren’t asking for every detail of real boxing.

  • Are asking for foundational mechanics like:

    • Referees, clinching, proper punch tracking, realistic stamina and fatigue, ring movement, fouls, and damage modeling.

  • Want realism where it affects gameplay, immersion, and authenticity, not fluff like how many stitches are in a glove.

This isn’t "every nook and cranny"—it’s basic simulation integrity.


2. Sports Games Already Do This—And Succeed

It’s not "wild"—it’s the industry standard in many sports sims:

  • NBA 2K tracks tendencies, foot planting, momentum, fatigue, player personalities, coach strategies.

  • MLB The Show replicates pitching mechanics, wind effects, mound visits, umpire variability.

  • FIFA / EA FC includes player movement types, off-ball AI, crowd momentum, and weather effects.

So why is boxing the only sport where realism is treated like a burden instead of a feature?


3. Boxing Needs Realism to Be Understood and Appreciated

Unlike team sports, boxing is:

  • Highly technical

  • Highly contextual (styles, matchups, stamina, tactics)

  • Often misunderstood by casual viewers

That’s why arcade-style boxing games breed misinformation. A realistic boxing sim can:

  • Teach fans how styles win fights

  • Reward smart ring control, not spammy combos

  • Show why defense, distance, and setups matter

Saying “don’t add too much realism” is like saying “don’t let people learn what boxing actually is.”


4. Game Design Is About Smart Systems, Not Cutting Corners

You don’t need to model everything 1:1—you need smart abstractions:

  • Referees don’t need full AI, just state-driven logic.

  • The clinch system can be animation + stamina, + control tug.

  • Fatigue can be layered through speed, power, and block response.

Good devs turn realism into gameplay loops.
Bad devs call it "too much work" and oversimplify until it’s not even boxing.


5. This Excuse Often Protects Poor Planning or Shifting Vision

Let’s be real:

  • Many of the things fans wanted were promised early in Undisputed’s development.

  • The game shifted toward a more “arcade-lite” direction due to a changing internal vision, not technical impossibility.

Saying, “you can’t expect everything to work together,” is often a shield for feature cuts, team limitations, or lowered ambition.


6. Realism = Replayability + Long-Term Success

Boxing is not a mass-market genre—longevity comes from:

  • Deep offline career modes

  • Real AI styles and boxer identity

  • Player expression through strategy, not button-mashing

The best way to keep a boxing game alive is to make it deep enough that fans keep discovering new layers. That comes from realism, not shallow spectacle.


Conclusion: It’s Not Wild—It’s Necessary

Realism in boxing isn’t about making a simulator for gym rats. It’s about:

  • Respecting the sport

  • Respecting the players

  • Making something that actually feels like boxing

So, no—it’s not wild to expect the fundamentals of real boxing to work cohesively. It’s wild that some still defend boxing games that intentionally avoid it.

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