Monday, November 24, 2025

The Importance of Options in a Boxing Videogame



The Importance of Options in a Boxing Videogame

Why They Benefit Every Player, Why They Are Not Difficult to Implement,
and Why SCI’s Excuses Do Not Hold Up Under Investigation

For years, Steel City Interactive has repeated the same line whenever realism, depth, or optional gameplay settings are requested for Undisputed:
They “don’t want to push casual players away.”

At face value, this sounds like a considerate design philosophy.
Under scrutiny, it collapses.

Sports games thrive because they offer choices.
Boxing fans, hardcore players, and even newcomers benefit from adjustable realism and gameplay flexibility.
Yet SCI continues to frame depth as a threat, complexity as dangerous, and options as something to avoid.

The truth is simple:
Options are not difficult to implement, and modern AI tools make them even easier.
The refusal to add them reveals more about the studio’s limitations and philosophy than any technical barrier.

This is the investigative breakdown of why options matter, why they strengthen the entire player base, and why claiming they are “too much work” is misleading.


1. Options Are the Foundation of Every Successful Sports Game

Every major sports title uses options to serve multiple audiences at once:

  • NBA 2K offers casual, competitive, simulation, MyNBA, and full realism sliders.

  • Madden separates arcade, simulation, and competitive modes.

  • EA FC offers assisted, semi-assisted, and manual layouts alongside realism toggles.

  • MLB The Show includes beginner modes, complex modes, and vast customization for purists.

No studio says, “We can’t add options because casuals will be confused.”

They understand that choice is what allows different audiences to coexist peacefully.

Options are not a threat to accessibility.
Options create accessibility.
They allow casuals to play comfortably, give hardcore players real depth, and let newcomers grow over time.

Undisputed is one of the only modern sports titles that intentionally limits player agency.


2. Undisputed’s Design Philosophy Is Built on Fear, Not Ambition

SCI hides behind phrases like:

  • “We don’t want styles to be overpowered.”

  • “We don’t want casuals pushed out.”

  • “We need to keep things balanced.”

  • “Too many options could confuse players.”

This framing reveals a deeper issue:
the studio is afraid to expose the limitations of their systems.

Because if they exposed stamina sliders, players would notice the stamina model is inaccurate.
If they exposed damage sliders, players would see the hit effect logic is inconsistent.
If they added style fidelity toggles, players would realize the styles are flat and interchangeable.

Options shine a light on flaws.

That is the real reason SCI avoids them.


3. Most Gameplay Options Are Simple Variables, Not Massive Engineering Tasks

When players ask for:

  • Realistic stamina

  • Authentic damage

  • Style-based footwork

  • Tendency adjustments

  • Ring physics

  • Accuracy sliders

  • Knockdown severity

  • Defensive responsibility settings

They’re not asking for new subsystems.

They are asking to modify existing values that already run behind the scenes.

These values are:

  • Percentages

  • Multipliers

  • Thresholds

  • Timing windows

  • Boolean toggles

A “Pro Mode” only requires turning certain values up.
A “Casual Mode” only requires turning certain values down.
A “Hybrid Mode” is simply a curated midpoint.

This is not a technical obstacle.
It is standard game development.


4. Casual Players Benefit From Options as Much as Hardcore Fans

SCI claims depth could “scare” newcomers, but research from the entire sports genre shows the opposite.

Casual players stay longer when they have:

  • Slower-paced modes

  • Forgiving stamina

  • Faster recovery

  • Higher accuracy

  • Assisted defensive tools

  • Pre-configured presets

Options create comfort.

When you deny options, newcomers become frustrated because:

  • They cannot adjust difficulty to their level.

  • They cannot reduce realism when it overwhelms them.

  • They cannot increase assists to learn the sport.

  • They cannot slow down gameplay speed while learning controls.

You do not protect casual players by limiting choice.
You protect them by giving them control.


5. Boxing Fans and Hardcore Players Need Options for Authenticity

A boxing game without adjustable realism cannot portray the sport accurately.

Hardcore players want:

  • Real consequences for mistakes

  • Body-stamina interactions

  • Style matchups that matter

  • Proper defensive layers

  • Ring generalship

  • Accurate pacing

  • Damage modeling

  • Realistic punch physics

  • Psychological tendencies

  • Adaptive AI

You cannot satisfy these needs with a single locked difficulty or a single “one-size-fits-all” gameplay setting.

Boxing is built on nuance.
Options allow the sport’s nuance to come alive.

Without them, every boxer becomes the same boxer wearing different skins.


6. AI Makes Implementing Options Faster, More Accurate, and Cheaper

In 2025, AI is transforming how sports games can be developed.
The idea that adding options is “too difficult” is outdated.

AI can:

  • Auto-generate tendency sliders

  • Calculate balancing weights

  • Simulate thousands of matches

  • Stress-test gameplay values

  • Detect exploitable patterns

  • Suggest ideal slider ranges

  • Create code snippets for new options

  • Build UI elements

  • Integrate complex data structures

What used to take weeks can be done in hours.

Adding:

  • A stamina slider

  • A damage multiplier

  • An accuracy curve

  • A defensive responsibility range

  • A style fidelity toggle

…can now be implemented in minutes with AI assistance.

If indie developers can build complex simulators solo, a funded studio with a team should not be struggling.

The difficulty excuse cannot survive the era of AI-assisted development.


7. Why SCI Really Avoids Options: They Expose System Weaknesses

The honest explanation:

Options would reveal that Undisputed lacks real boxing systems beneath the surface.

If a “realistic stamina mode” is added, players will immediately see the stamina model isn’t built for realism.

If a “hard damage mode” is added, players will see that punch physics and damage mapping are incomplete.

If a “style fidelity mode” is added, players will see the game does not contain authentic, differentiated styles.

If AI tendencies are exposed, players will see the AI is shallow and predictable.

Options don’t break a game.
Options expose what’s already broken.

That is the real reason SCI resists them.

Not difficulty.
Not resources.
Not “protecting casuals.”
But fear of being judged by boxing fans.


8. Options Extend a Game’s Life and Strengthen the Entire Community

Every sports game that survived longer than two years has one thing in common:

They allowed players to tailor the experience.

This leads to:

  • Higher retention

  • More community-driven content

  • More replay value

  • More longevity

  • Better balancing

  • Less frustration

  • More engagement from new players

  • More commitment from hardcore players

  • A healthier, more unified fan base

Options are not a barrier.
Options are a bridge between players of different skill levels and expectations.

Undisputed chooses to build walls instead.


Conclusion: Options Are Easy to Build, AI Makes Them Even Easier, and Boxing Games Cannot Survive Without Them

It is not difficult to implement options.
It is not expensive to maintain them.
It is not risky to offer realism modes.
It does not alienate casual players.
It does not damage balance.
It does not fragment the community.

A modern boxing game must serve:

  • Casuals

  • Hybrids

  • Hardcore players

  • Boxing purists

  • Simulation enthusiasts

  • Content creators

  • Competitive fighters

  • Offline fans

  • Online players

You cannot do that with a single locked gameplay setting.

Options are essential.
Options are simple to build.
AI makes them even easier.
The excuses are outdated.

SCI must stop pretending depth is dangerous when the entire sports genre proves that depth—supported by optional systems—is the only path to a successful, long-lasting boxing videogame.


BOXING GAME OPTIONS & CUSTOMIZATION SYSTEM

Full Developer Design Document

Version: 1.0

Prepared For: Gameplay, Systems, AI, UX, Balancing, and Accessibility Teams

Prepared By: Systems Design Team

Purpose:

Provide a complete, modular, expandable options framework that satisfies casual players, hybrid players, hardcore simulation fans, offline/online players, and boxing purists.


1.0 HIGH-LEVEL GOALS

  1. Let every type of player enjoy the game.
    Casual → Hybrid → Pro → Authentic.

  2. Create long-term engagement.
    Customization dramatically improves retention.

  3. Enable accurate boxing simulation without forcing it.

  4. Provide SDK-like accessibility for modders and competitive players.

  5. Use a modular architecture:
    New sliders and toggles can be added without rewriting core systems.

  6. Support AI-assisted balancing, automated QA, and player data analytics.


2.0 OPTIONS STRUCTURE (TOP-LEVEL BREAKDOWN)

The options menu is divided into nine major categories:

  1. Gameplay Modes

  2. Difficulty & Assist Levels

  3. Stamina & Conditioning System

  4. Damage & Injury System

  5. Punching & Impact Logic

  6. Footwork & Movement

  7. Defense & Blocking Behavior

  8. AI Tendencies & Behavior

  9. Rules, Referee Logic, and Judging Settings

  10. Camera, Presentation, Audio Options

  11. HUD & UI Customization

  12. Accessibility Options

Each category includes sliders, toggles, presets, and developer/debug values.


3.0 GAMEPLAY MODES

3.1 Preset Modes (One-click selections)

ModeDescription
Casual ModeFast stamina regen, low damage, high punch accuracy, simplified AI.
Hybrid ModeBalanced realism, moderate consequences, visible style differences.
Pro ModeAuthentic stamina, realistic damage, accurate footwork, boxer tendencies.
Custom ModeAll sliders unlocked. User-defined realism.

3.2 Enable Online Mode Restrictions

  • Toggle: ON/OFF

  • Online requires standardized values unless matchmaking allows “Realism Lobbies.”


4.0 DIFFICULTY & ASSIST LEVELS

4.1 General Difficulty

  • AI Difficulty: Rookie, Amateur, Seasoned, Pro, Champion, Legendary

  • Sub-Difficulty Controls:

    • Reaction Time

    • Combo Frequency

    • Defensive IQ

    • Counter Punch Aggression

    • Adaptation Rate

4.2 Assisted Controls

Each with ON/OFF or slider values:

  • Auto-Block

  • Auto-Slip

  • Auto-Clinch

  • Assisted Punch Accuracy

  • Assisted Head Movement

  • Assisted Power Punches

  • Assisted Distance Control (AI helps maintain range)

4.3 Input Buffering Sensitivity

  • Low

  • Medium

  • High

  • Adaptive (AI adjusts buffering based on performance)


5.0 STAMINA & CONDITIONING SYSTEM

5.1 Stamina Drain

Sliders 0% to 300%

  • Punch Stamina Drain

  • Missed Punch Penalty

  • Power Punch Multiplier

  • Movement Stamina Drain

  • Blocking Stamina Drain

  • Clinching Stamina Drain

  • Recovery Between Rounds (0%–200%)

5.2 Long-Term Conditioning

Sliders 0% to 200%

  • Long-Term Wear

  • Round-to-Round Fatigue

  • Adrenaline Surges

  • “Second Wind” Frequency

5.3 Body/Stamina Interaction

  • Body Shot Effectiveness

  • Accumulated Fatigue Sensitivity

  • Threshold for “Gassed State”


6.0 DAMAGE & INJURY SYSTEM

6.1 General Damage Model

  • Global Damage Multiplier (0%–300%)

  • Head Damage

  • Body Damage

  • Cumulative Damage

  • Flash Knockout Chance

  • Knockdown Severity

  • Chin Sensitivity

  • Temple Sensitivity

  • Liver Sensitivity

  • Jaw Angle Multiplier (realism variable)

6.2 Injuries

Toggles + sliders:

  • Cuts

  • Swelling

  • Broken Nose Risk

  • Rib Injury Risk

  • Vision Obstruction

  • Injury Severity Multiplier

  • Injury Frequency

  • Cutman Effectiveness (0–100)


7.0 PUNCHING & IMPACT LOGIC

7.1 Punch Accuracy

  • Accuracy Multiplier

  • Counter Accuracy Boost

  • Fatigue Accuracy Penalty

  • Footwork Accuracy Penalty

7.2 Punch Power

  • Base Power

  • Counter Power

  • Momentum Power (movement-based)

  • Inside/Outside Power

  • Power Fatigue Penalty

7.3 Punch Tracking & Collision

  • Auto-Tracking Sensitivity

  • Desync Safe Mode

  • Physics-Based Punch Connection (ON/OFF)

7.4 Punch Variation

Sliders:

  • Jabs per Round Range

  • Hooks per Round Range

  • Uppercuts per Round Range

  • Combinations Allowed

  • Combo Length Limit


8.0 FOOTWORK & MOVEMENT

8.1 Movement Model

Sliders:

  • Step Speed

  • Shuffle Speed

  • Sprint/Burst Speed

  • Lateral Movement Efficiency

  • Backpedal Efficiency

  • Pivot Speed

  • Foot Planting Penalty

  • Off-Balance Multiplier

8.2 Footwork Authenticity

Toggles:

  • Realistic Lead Foot Alignment

  • Realistic Pivot Rules

  • Distance Enforcement (AI maintains proper range)

  • Weight Transfer Fidelity


9.0 DEFENSE & BLOCKING SYSTEM

9.1 General Defensive Sliders

  • Blocking Effectiveness

  • Blocking Stamina Drain

  • Parry Window Size

  • Slip Window Size

  • Duck/Hunch Responsiveness

  • Auto-Tilt Guard Sensitivity

  • Shoulder Roll Efficiency

9.2 Defensive Styles Toggle

  • Philly Shell

  • Peekaboo

  • High Guard

  • Dynamic Guard

  • Loose Guard

  • Cross-Guard

  • Mayweather Hybrid

  • Pressure Shell

  • Southpaw Auto-Adjust


10.0 AI TENDENCIES & BEHAVIOR OPTIONS

10.1 Global AI Sliders

  • Aggression

  • Pressure

  • Distance Control

  • Ring Generalship

  • Countering Frequency

  • Defensive Responsibility

  • Footwork Frequency

  • Adaptation Rate

  • Body/Head Mix Ratio

  • Composure Under Fire

10.2 Per-Boxer Tendency Overwrite

Option to override their data profile.

10.3 AI Personality Presets

  • Technician

  • Puncher

  • Boxer-Puncher

  • Counter Specialist

  • Pressure Fighter

  • Rhythm Fighter

  • Swarmer

  • Out-Boxer

  • Inside Specialist

  • Wild Card


11.0 RULES, REFEREE, AND JUDGING OPTIONS

11.1 Rules

  • Rounds: 1–15

  • Duration: 2 or 3 minutes

  • Amateur, Pro, Open Class

  • Standing 8 Count

  • Three Knockdown Rule

  • No Three Knockdown Rule

  • TKO Threshold

  • Doctor Stoppage Toggle

  • Illegal Blow Penalties

  • Excessive Clinching Penalty

  • Disqualification Threshold

11.2 Referee Behavior

Sliders:

  • Break Frequency

  • Clinch Tolerance

  • Warning Frequency

  • Foul Sensitivity

  • Knockdown Count Speed

11.3 Judging System

  • 10–9 Must System

  • Amateur Point System

  • Open Scoring

  • Judge Bias Realism

  • Aggression Weight

  • Defense Weight

  • Effective Punching Weight

  • Ring Generalship Weight


12.0 CAMERA, PRESENTATION & AUDIO OPTIONS

12.1 Camera

  • Dynamic

  • Broadcast

  • Retro FNC

  • Ringside Low

  • Over-the-Shoulder

  • Top-Down

  • FOV Slider

  • Custom Camera Editor

12.2 Audio

  • Punch Impact Mix

  • Crowd Volume

  • Commentary Frequency

  • Referee Call Volume

  • Corner Instructions

  • Crowd Chants

  • Dynamic Crowd Intensity (OFF–EXTREME)

12.3 Presentation Toggles

  • HUD Minimal

  • HUD Off

  • Stamina Bars On/Off

  • Damage Indicators On/Off

  • Broadcast Replay Mode

  • Slow-Mo Counters


13.0 HUD & UI CUSTOMIZATION

Sliders + toggles:

  • Damage Indicator Opacity

  • Stamina Bar Style

  • Punch Accuracy Display

  • Ring Generalship Tracker

  • Footwork Awareness Meter

  • Punch Speed Meter

  • Knockdown Camera Cutaway

  • Real-Time Judges Scorecard (ON/OFF)


14.0 ACCESSIBILITY OPTIONS

  • High-Contrast Mode

  • Color Blind Modes

  • High-Visibility Punch Trails

  • Larger HUD

  • Simplified Control Mode

  • Single-Button Punch Mode

  • Minimal Input Timing Requirements

  • Auto-Evade Mode

  • Assistive Vibration Feedback

  • Audio Descriptions

  • Subtitles Size / Font / Color


15.0 DEBUG, TESTING & AI-SUPPORTED DEVELOPMENT OPTIONS

For internal use:

15.1 Developer Tools

  • Show Collision Boxes

  • Show Range Indicators

  • Show AI Decision Tree

  • Show Stamina Live Data

  • Show Damage Zones

  • Show Footwork Grid

  • Show Tendency Weights

  • Show Judge Score Breakdown

15.2 AI-Assisted Balancing

AI Agent Simulations:

  • Simulate 5,000 fights per preset

  • Identify overpowered sliders

  • Report unbalanced patterns

  • Auto-generate recommended slider ranges

  • Stress-test AI behaviors

  • Detect repetitive AI patterns


16.0 PRESET PACKAGES FOR DAY 1 SHIP

The game ships with four presets:

Casual Preset

  • Fast stamina

  • Low punishment

  • High accuracy

  • Simple AI

  • Lots of action

Hybrid Preset

  • Balanced realism

  • Strategic pacing

  • Moderate AI adaptation

Pro Authentic Preset

  • Realistic stamina

  • Accurate damage

  • Style-dependent strategy

  • Boxing IQ

  • Real consequences

Custom Preset

  • Everything unlocked

  • For hardcore and experimental players


17.0 ONLINE MODES AND RESTRICTIONS

Ranked Mode

  • Locked sliders

  • Standardized ruleset

Unranked / Realism Lobby

  • Player-defined presets allowed

Creator Lobbies

  • Hosts can force custom rule sets


18.0 VISION STATEMENT

A boxing game must support every type of player.
Casual. Hybrid. Hardcore. Boxing purist.
People who want fun.
People who want authenticity.
People who want simulation-level realism.

The options menu is not a bonus feature.
It is the foundation of a successful boxing title.

This document provides every toggle, slider, rule, and system needed to make a boxing game that can evolve, adapt, and satisfy fans for 10+ years.

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