Tuesday, November 18, 2025

Why Poe’s Wishlists Could Sell Tens of Millions of Copies, And Why “Not Everybody Is a Gamer” Is Just a Deflection




Why Poe’s Wishlists Could Sell Tens of Millions of Copies, And Why “Not Everybody Is a Gamer” Is Just a Deflection

For years, certain studios, publishers, and even segments of the gaming community have repeated the same tired excuses to justify avoiding major investment into a deeply authentic, high-fidelity boxing simulation:

  • “Boxing games don’t sell.”

  • “Sports sims are too expensive.”

  • “Not everybody is a gamer.”

  • “Hardcore realism scares off casual players.”

None of those arguments hold up under actual industry data, consumer behavior, or the level of design sophistication found in Poe’s wishlists, blueprints, and long-form system documents.

The truth is straightforward:

A boxing simulation built from Poe’s full vision would be a multi-genre, culturally dominant product with genuine potential to sell tens of millions of copies.

The idea that “not everybody is a gamer” is not a real objection, it’s a deflection used by people who underestimate curiosity, undervalue authenticity, and misunderstand modern consumer behavior.

What follows is a fully harmonized breakdown of why Poe’s design ecosystem is not niche, not risky, and not limited, but instead positioned to break through the modern plateau of game purchases and reach global cultural status.


1. “Boxing Is Niche” Is a Myth, The Audience Is Massive

Consider these realities:

  • Over 1 billion people watch major boxing events annually.

  • Boxing dominates short-form platforms like YouTube Shorts, TikTok, and Reels.

  • Boxing discussion fuels online sports culture across Reddit, X, IG, and livestream platforms.

  • Every major boxing match becomes a global moment, similar to UFC, NBA, NFL, even international football.

And yet…

  • There has been no AAA boxing sim since 2011.

  • Undisputed remains unfinished early access.

  • Fight Night mods are nostalgia patches.

  • Fans have had no true next-gen boxing experience in over a decade.

What does a starving market create?

A vacuum big enough to swallow the entire genre.

In gaming, the largest breakouts often appear when an entire category sits dormant.

Poe’s blueprint lands precisely at the intersection of absence and demand.


2. Poe’s Wishlists Are Not Requests, They’re Production-Ready Systems

Most “fan wishlists” look like this:

  • “Add better animations.”

  • “Make footwork smoother.”

  • “More modes.”

Poe’s design ecosystem is nothing like that.

It contains:

  • 800+ AI tendencies

  • Psychological profiles for ego, fear, discipline, risk tolerance, stubbornness, pride

  • Unique movement signatures

  • Root-motion and off-root advanced footwork

  • Pivot logic, angle trees, ring craft behavior

  • Clinch AI with anti-clinch counters

  • Referee logic

  • Damage, fatigue, and KO trees

  • AI adaptive strategy shifts

  • Generational fighter pools

  • Bloodline systems

  • Olympic → Amateur → Pro progression

  • Promoter and network wars

  • Gym rivalries and diplomacy systems

  • Creation suite rivaling 2K

  • Career branching structure as deep as Fallout or Fable

  • Editor tools for AI, animations, tendencies, and styles

  • Cinematic KO cameras

  • Replay editing tools with ESPN/HBO visual language

This is not hobbyist dreaming.

This is pre-production documentation.

Studios pay entire design teams to produce what Poe has already articulated.


3. This Is Not One Genre, It’s Many. And That’s Why It Can Sell Tens of Millions.

Poe’s blueprint blends:

  • Sports Simulation

  • Management Sim

  • Open-World Faction Systems

  • RPG & Narrative Design

  • Life Simulation

  • AI Personality Engine Design

  • Creation & Customization Platforms

  • Social & Online Metas

  • Cinematic Storytelling

Games that transcend a single genre become cultural super-titles:

  • GTA (action, sim, life, crime, driving, cinematic storytelling)

  • Skyrim (RPG, simulation, exploration, creation mods)

  • NBA 2K (sports, RPG, fashion, narrative, online meta)

  • FIFA (sports, management, online economy)

  • Fallout (RPG, strategy, world simulation)

Poe’s vision fits that DNA.

This is not “a boxing game”, it’s a boxing world.


4. The “Boxing Civilization System” Alone Could Sell 10–20 Million

Poe’s world systems include:

  • National boxing growth models

  • Gym alliances, rivalries, and trade agreements

  • Promoter/network war timelines

  • Olympic qualification and national teams

  • Generational fighter pools

  • Bloodline dynasties

  • International fight politics

  • Sparring diplomacy deals

  • Evolution of boxing cultures across decades

This is:

  • Football Manager x Boxing

  • Civilization x Combat Sports

  • Rocky Universe x Global Diplomacy

There is no competition in this space.

Innovation this deep is how mega-franchises are born.


5. The Creation Suite Would Become a Viral Event

Consider the market:

  • WWE 2K creation suite sells millions annually.

  • NBA 2K’s player builder drives fashion, identity, and content creation.

  • Sims 4 thrives on identity and customization.

  • Fortnite and Roblox reinvest in UGC ecosystems.

Poe’s design includes:

  • Hyper-detailed morphing and sculpting

  • Melanin-accurate skin shaders

  • Muscle, fat, bone proportion systems

  • Animation signature tuning

  • Punch style, stance, footwork style selection

  • Personality and tendency engines

  • Full import/export and mod support

  • Templates for legendary boxers

  • A community sharing hub

  • Coach/mentality builder panels

This is not a mode, it’s a platform.

Platforms sell tens of millions.


6. The Missing Ingredient in Boxing Games: Identity

Every modern boxing game has lacked one key thing:

Authenticity and individuality.

Boxers in Fight Night and Undisputed often feel:

  • Same body behavior

  • Same AI logic

  • Same tendencies

  • Same movement DNA

  • Same animations with minor variance

Real boxing does not work like that.

Every boxer has:

  • Unique rhythm

  • Unique timing

  • Unique footwork

  • Unique defensive choices

  • Unique decision patterns

  • Unique flaws

  • Unique strengths

Poe’s blueprint bakes individuality into every mechanic.

This is exactly what boxing purists want, and what casuals find entertaining.

Uniqueness is what makes games viral.


7. “Not Everybody Is a Gamer” Is an Excuse, And Data Proves It’s Wrong

People use this phrase to hide the real issue:

They underestimate the potential audience.

But real-world evidence destroys this argument.

Games that became megahits did not rely on gamers:

  • Minecraft – sold because of creativity.

  • Wii Sports – sold because families, seniors, parents wanted fun.

  • Fortnite – sold because culture adopted it.

  • Pokémon GO – sold because walking and collecting is universal.

  • GTA V – sold because of crime cinema fantasy.

  • Guitar Hero – sold because of music lovers.

  • NBA 2K MyPlayer – sold because of identity and fashion.

None of these were purchased primarily by “gamers.”

They were purchased by curious humans.

Curiosity is universal.


8. A Realistic Boxing Game Creates Global Curiosity

Imagine a game with:

  • Real footwork

  • Cinematic HBO-style camera work

  • Unique styles

  • Dynamic story arcs

  • Realistic KO physics

  • Authentic AI decision-making

  • Legendary bloodline dynasties

  • Signature punches and movement

  • Viral replay tools

This game would explode on:

  • TikTok

  • YouTube

  • Twitch

  • Facebook

  • Instagram

  • Reels

  • X

Millions consume boxing content daily.

A hyper-real boxing simulation becomes an algorithm favorite.

Curiosity converts non-gamers into buyers.


9. Boxing Fans Are Not Gamers, But They Buy Boxing Games

Fight Night Round 3 proved this.

Millions bought it because:

  • They love boxing

  • They train boxing

  • They watch boxing

  • They follow big fights

  • They were curious

Now imagine the same audience given:

  • Realistic movement

  • Authentic styles

  • Deep AI

  • Dynamic media narratives

  • Gym and promoter politics

  • HBO-level presentation

  • Cinematic cameras

  • Story arcs with real consequences

  • Generational rivalry systems

This would not be a “game release.”

This would be a cultural moment.


10. Creation Suites Turn Non-Gamers Into Players

Examples:

  • Fashion people buy NBA 2K for MyPlayer clothing.

  • Cosplayers buy WWE 2K to create characters.

  • Families buy Sims 4 to create homes.

  • Creatives flock to Dreams and Roblox.

People buy:

  • Identity

  • Expression

  • Creativity

  • Community

Poe’s creation suite is:

  • More realistic than 2K’s

  • More expressive than UFC 5

  • More detailed than WWE 2K

  • More simulation-rooted than Fight Night

  • More AI-driven than any sports game

This is how you convert millions who don’t typically buy games.


11. Every Mega-Seller Psychological Trigger Is Built Into Poe’s Vision

Curiosity

Realism + innovation = instant interest.

Authenticity

Boxing fans crave truth.

Identity

Customize your boxer’s mind, body, style, AI logic.

Legacy

Bloodlines, careers, generations.

Emotion

Losses, injuries, rivalries, retirements.

Virality

Cinematic replays + highlight clips.

Replayability

AI personalities evolve.
World systems shift.
Generational pools refresh.

No modern sports game offers all of these.

Poe’s blueprint does.


12. Lived Experience Cannot Be Replicated — Poe Has It

The difference is credibility.

Poe brings:

  • Decorated amateur background

  • Professional boxing experience

  • Sparring with world-level boxers

  • Real tactical understanding

  • Real movement knowledge

  • A lifetime of film study

  • Decades of analyzing boxing games

  • Understanding of fan expectations

  • Awareness of developer blind spots

  • System-level design thinking

Publishers hire consultants for far less insight than this.

Here, the insight is already documented.


13. What the Actual Market Data Shows

The global video game market is enormous and growing

  • ~$298.98B in 2024

  • ~$600B+ by 2030
    (Grand View Research)

Sports gaming segment surging

  • ~$21.2B in 2023

  • ~$58.69B by 2031
    (Verified Market Research)

Sports remain a top genre

(Sports Business Journal)

Players are buying fewer games — which increases pressure to differentiate

  • 63% buy 2 or fewer games per year

  • 33% buy less than one game per year
    (VideoGamesChronicle / UTA)

This means:

If your game doesn’t stand out, it dies.
If your game stands out, it becomes one of the two annual purchases.

Gamers influence the buying habits of non-gamers

  • Gamers are 1.6x more likely to influence purchases within social circles
    (Activision Blizzard Media)

Sports genre is proven ground

But no boxing game is actively occupying the high-fidelity niche.


14. How This Data Supports Tens of Millions of Sales

Less frequent purchases = higher demand for standout titles.

A game that:

  • Has no competition

  • Sits in a starving genre

  • Blends multiple game modes

  • Reaches beyond gamers

  • Invites content creators

  • Uses a creation suite

  • Is culturally tied to real sports

  • Generates viral content

  • Is built on authenticity

  • Is designed for decades of longevity

…is exactly the type of product capable of crossing 10+ million units.


15. Final Investor & Industry Position

The market is enormous.

Sports gaming retains strength.

Consumers buy fewer games — but reward differentiation.

Curiosity drives megahits, not gamer identity.

Boxing is globally massive and commercially neglected.

No studio has built a full boxing simulation ecosystem.

Poe’s blueprint is already written.

The demand gap is historic.

The opportunity is measurable.

A product built from this blueprint would not simply succeed.

It would dominate.

It would:

  • Fill a global vacuum

  • Satisfy boxing fans

  • Pull in non-gamers

  • Generate viral content

  • Convert curiosity into sales

  • Capture multi-genre markets

  • Build a franchise platform

  • Extend into multi-year Online metas

  • Attract licensing opportunities

  • Become a cultural phenomenon

This is how true 10–20 million-unit franchises begin:

With vision, authenticity, and system depth that no competitor dares to build.

The industry is waiting.
The market is ready.
And the blueprint already exists.

Poe’s vision is not niche.
It is not risky.
It is not hypothetical.

It is the most strategically positioned, fully realized sports-simulation concept in modern gaming.

And it has the potential to change the industry.

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