Monday, July 27, 2026

Can a Boxing Videogame Have Too Much? Where Is the Data, and Why Are Actual Boxing Fans Always Asked to Compromise?

 

Can a Boxing Videogame Have Too Much? Where Is the Data, and Why Are Actual Boxing Fans Always Asked to Compromise?

Whenever someone proposes a deeper, more authentic boxing videogame, the same warnings appear:

“You are adding too much.”

“That would make the game too complicated.”

“Most players do not want that much realism.”

“Casual players would not understand it.”

“Online competitive players are more important.”

“Online players are more active and spend more money.”

These statements are repeated so frequently that they are often treated as established facts. Yet the most important question is rarely answered:

Where Is the Data?

Where is the independent research proving that boxing fans reject realistic footwork, proper clinching, inside fighting, boxer-specific tendencies, strategic stamina management, intelligent corner advice, authentic judging, adaptive CPU behavior, injuries, career management and realistic boxing rules?

Where is the data proving that online competitive players are inherently more valuable than offline players?

Where is the spending breakdown separating ranked players from career-mode players?

Where is the evidence showing that digital purchases are primarily motivated by competitive online play rather than offline exhibitions, historical matchups, career modes, creation tools or custom boxing universes?

Where is the controlled test comparing arcade, hybrid and simulation-based boxing under equal development conditions?

Where is the third-party survey separating:

  • Knowledgeable boxing fans.

  • Casual boxing viewers.

  • Traditional fighting-game players.

  • Ranked online competitors.

  • Unranked online players.

  • Offline career players.

  • Creation-suite users.

  • Local multiplayer users.

  • CPU-versus-CPU players.

  • Mixed online and offline players.

A company has the right to choose its creative and commercial direction. It can make an arcade game, a hybrid game, a simulation, a live-service product or something else entirely.

What it should not do is present a preferred business model as though it were objective proof of what every player wants.

Saying that a boxing videogame would become “too realistic” is not data.

Saying that casual players would reject depth is not data.

Saying online competitive players matter more is not data.

Saying offline players do not spend enough is not data unless companies clearly explain what those players were offered, how their behavior was measured and how their purchases were classified.

These are assumptions until credible evidence is produced.

Realism Is Not One Setting

The first problem is that people use the word realism as though it describes one mechanic or one difficulty switch.

It does not.

A boxing videogame can contain several different forms of realism.

Visual Realism

This includes:

  • Boxer likenesses.

  • Facial structure.

  • Body types.

  • Muscle movement.

  • Sweat.

  • Swelling.

  • Cuts.

  • Blood.

  • Clothing.

  • Lighting.

  • Arenas.

  • Crowd presentation.

  • Broadcast graphics.

Physical Realism

This includes:

  • Punch impact.

  • Momentum.

  • Balance.

  • Weight transfer.

  • Collisions.

  • Knockdowns.

  • Body reactions.

  • Rope interaction.

  • Missed-punch recovery.

  • Physical fatigue.

  • Postural changes.

Technical Realism

This includes:

  • Footwork.

  • Range control.

  • Punching mechanics.

  • Guard positioning.

  • Slipping.

  • Rolling.

  • Parrying.

  • Catching punches.

  • Pivoting.

  • Clinching.

  • Inside fighting.

  • Hand fighting.

  • Stance matchups.

  • Ring-cutting behavior.

Behavioral Realism

This includes:

  • Boxer tendencies.

  • Defensive habits.

  • Preferred combinations.

  • Punch selection.

  • Tactical patience.

  • Ring positioning.

  • Pressure behavior.

  • Counterpunching behavior.

  • Reactions to fatigue.

  • Reactions to damage.

  • Boxer-specific decision-making.

Strategic Realism

This includes:

  • Adjusting between rounds.

  • Conserving energy.

  • Setting traps.

  • Changing tempo.

  • Targeting injuries.

  • Recognizing patterns.

  • Following corner advice.

  • Ignoring poor corner advice.

  • Changing range.

  • Altering punch selection.

  • Adapting to stance changes.

Regulatory Realism

This includes:

  • Referees.

  • Judges.

  • Fouls.

  • Point deductions.

  • Knockdown rules.

  • Standing counts.

  • Championship rules.

  • Jurisdictional differences.

  • Historical rules.

  • Different round lengths.

  • Different scoring interpretations.

Career Realism

This includes:

  • Matchmaking.

  • Contracts.

  • Rankings.

  • Trainers.

  • Managers.

  • Promoters.

  • Weight management.

  • Injuries.

  • Layoffs.

  • Rivalries.

  • Rematches.

  • Title politics.

  • Career longevity.

  • Amateur development.

  • Regional and international progression.

Broadcast Realism

This includes:

  • Commentary.

  • Analysis.

  • Interviews.

  • Replays.

  • Scorecards.

  • Ring walks.

  • Weigh-ins.

  • Press conferences.

  • Corner coverage.

  • Highlight shows.

  • Post-fight presentations.

  • Era-specific television packages.

When someone says a boxing game is becoming “too realistic,” that criticism should identify the exact system causing the problem.

Are boxer tendencies becoming too accurate?

Is the referee enforcing too many real rules?

Does fatigue influence technique too naturally?

Are boxers too different from one another?

Does the CPU understand distance too well?

Is the career mode representing boxing politics too accurately?

Without identifying the specific problem, “too realistic” becomes a vague phrase used to dismiss practically any feature requiring deeper design and development.

Can a Boxing Videogame Contain Too Much?

Yes, a videogame can contain too much.

However, too much content, too much complexity, poor organization and too much realism are not automatically the same problem.

A game can suffer from:

  • Too many unfinished systems.

  • Too many confusing menus.

  • Too many controller commands.

  • Too much mandatory micromanagement.

  • Too many mechanics that are never explained.

  • Too many disconnected features.

  • Too many systems competing for limited development resources.

  • Too many calculations creating technical instability.

  • Too much information being shown to beginners at once.

  • Too many features that sound impressive but do not create meaningful gameplay.

Those are legitimate production and user-experience concerns.

They do not prove that authentic boxing behavior is undesirable.

They prove that sophisticated systems must be organized, tested, prioritized and taught properly.

There is a major difference between depth and clutter.

Depth gives the player meaningful decisions.

Clutter gives the player unnecessary work.

A realistic stamina system creates depth when the player must decide:

  • When to attack.

  • When to recover.

  • How much energy to invest.

  • Whether to target the body.

  • Whether the opponent is pretending to be tired.

  • Whether a finishing attempt is worth the risk.

  • Whether the boxer can maintain the current pace.

Forcing the player to manually select the amount of water poured into a cup between every round would probably be clutter.

Realistic judging can create depth because clean punching, effective aggression, defense and ring generalship influence how rounds are evaluated.

Making the player complete sanctioning paperwork before every contest would probably be unnecessary bureaucracy.

The proper question is not simply:

“Is this realistic?”

The proper question is:

Does this system create meaningful boxing decisions, believable consequences, stronger boxer identity or greater immersion?

If the answer is yes, the realism may improve the experience.

Realism Is Not the Same as Difficulty

Another major mistake is treating realism and difficulty as though they mean the same thing.

A realistic boxing game does not have to bury players beneath hundreds of button combinations.

It does not have to require professional boxing experience before someone can enjoy a match.

Realism can exist beneath an accessible control structure.

A beginner can press a simple command to throw a jab. The game engine can still calculate:

  • Distance.

  • Accuracy.

  • Hand speed.

  • Fatigue.

  • Weight transfer.

  • Balance.

  • Guard position.

  • Opponent movement.

  • Punch placement.

  • Impact angle.

  • Boxer tendencies.

  • Current injuries.

  • Position near the ropes.

  • Stance alignment.

  • Defensive anticipation.

The player does not need to control every calculation manually.

The simulation engine handles the complexity while the player makes understandable boxing decisions.

The design objective should be scalable mastery, not forced simplification.

A newcomer should be able to begin with assistance.

An experienced player should be able to remove that assistance and access the full simulation.

Accessibility and Simulation Can Coexist

A boxing videogame can provide realistic underlying behavior while offering:

  • Simplified control options.

  • Assisted defense.

  • Recommended punch selection.

  • Visual range indicators.

  • Automatic stance guidance.

  • More forgiving stamina settings.

  • Clear corner instructions.

  • Interactive tutorials.

  • Tactical demonstrations.

  • Multiple difficulty presets.

  • Adjustable simulation sliders.

  • Automatic management options.

  • Optional coaching prompts.

A realistic referee system can operate automatically.

A complex judging system can remain mostly invisible unless the player chooses to inspect detailed scorecards.

Hundreds of boxer tendencies can shape CPU behavior without forcing a beginner to study every number.

A deep career economy can include automatic management for players who only want to box.

Complex systems do not have to become complex interfaces.

That is the responsibility of good design.

Accessibility should give players an entrance into the sport.

It should not place a permanent ceiling over the entire game.

A Boxing Game Should Not Be Ashamed of Boxing

A boxing videogame should be designed around boxing first.

That sounds obvious, but the industry sometimes behaves as though authentic boxing is an obstacle that must be reduced, simplified or disguised before the public will accept it.

Developers may become more comfortable borrowing the structure of traditional fighting games than fully representing the sport printed on the box.

Boxing can become compressed into:

  • Punch combinations.

  • Damage meters.

  • Block meters.

  • Stamina bars.

  • Counter windows.

  • Character advantages.

  • Matchup tiers.

  • Universal movement.

  • Artificial balance.

  • Repetitive online strategies.

Those systems may produce a functioning combat game.

They do not automatically produce a convincing boxing game.

Boxing has its own logic.

It is a sport of:

  • Positioning.

  • Rhythm.

  • Deception.

  • Range.

  • Timing.

  • Balance.

  • Conditioning.

  • Psychology.

  • Adaptation.

  • Controlled risk.

A boxer may win a round without throwing the most punches.

A boxer may deliberately give ground to create a countering opportunity.

A pressure boxer may lose several exchanges while still breaking an opponent down physically and mentally.

A veteran may identify a technical mistake that most viewers do not immediately recognize.

A boxer may change the direction of an entire contest through a subtle adjustment in distance, tempo or punch selection.

That is boxing.

The objective should not be to replace this depth with a generic fighting-game formula.

The objective should be to translate boxing’s depth into interactive systems that players can understand and eventually master.

Actual Boxing Fans Matter Too

One group is repeatedly pushed aside whenever companies discuss the audience for a boxing videogame:

Actual boxing fans.

Not merely people who recognize a few famous boxers.

Not players whose main connection to boxing comes from another fighting game.

Not content creators who approach every combat sport through the language of combos, frame advantages, character tiers and competitive balance.

I am talking about people who:

  • Watch boxing.

  • Study boxing.

  • Understand different eras.

  • Recognize styles.

  • Understand technique.

  • Follow prospects.

  • Know trainers.

  • Understand divisions.

  • Recognize tactical adjustments.

  • Notice when a videogame misrepresents the sport.

Their expectations should matter too.

Too often, the conversation begins and ends with casual accessibility:

  • Will a new player understand the controls?

  • Will fighting-game fans consider it fun?

  • Will matches move quickly enough?

  • Will competitive players accept the balance?

  • Will streamers have exciting moments to show?

  • Will someone who barely follows boxing be able to win quickly?

These are reasonable business questions.

A company should want newcomers to enjoy its game.

However, why are the needs of actual boxing fans so often treated as secondary?

Why is the audience that understands the sport expected to accept:

  • Inaccurate movement.

  • Shallow defense.

  • Repetitive CPU behavior.

  • Limited inside fighting.

  • Unrealistic stamina.

  • Weak boxer individuality.

  • Missing referees.

  • Simplified judging.

  • Universal footwork.

  • Limited tactical consequences.

Why must boxing fans repeatedly compromise while every other audience is treated as essential?

Casual Players Are Not the Only Customers

The word casual is often used as though it describes nearly everyone who might purchase the game.

But who qualifies as a casual player?

Is it someone who watches only major boxing events?

Is it a sports gamer who has never studied boxing technique?

Is it a longtime boxing fan who does not compete online?

Is it a player who wants accessible controls but still expects authentic boxer behavior?

These are different audiences.

A person can be casual about videogames while being deeply knowledgeable about boxing.

Another person can be highly competitive in fighting games while knowing very little about boxing.

Which person should have greater influence over whether a boxer’s footwork, defense, tendencies and tactical behavior are represented correctly?

Competitive gaming skill does not automatically equal boxing knowledge.

Understanding frame data in an arcade game does not mean someone understands how a pressure boxer cuts off the ring.

Mastering a combination system does not mean someone understands feints, traps, stance matchups, clinch positioning or energy management over twelve rounds.

Winning online does not automatically make someone an authority on how boxing should be represented.

Fighting-game fans deserve a responsive and enjoyable game.

Casual players deserve accessible entry points.

However, neither group should redefine boxing until the sport becomes almost unrecognizable to people who understand it.

Boxing Fans Provide Knowledge That Telemetry Cannot

Data can tell developers what players are doing.

It cannot always explain why a system feels wrong.

Telemetry might show that players rarely use a particular defensive technique. A developer could conclude that the technique is unnecessary.

A knowledgeable boxing fan might explain that the technique is rarely used because:

  • The animation is too slow.

  • The range is incorrect.

  • The boxer cannot transition out of it properly.

  • The stamina cost is unrealistic.

  • The defensive window is mistimed.

  • The game does not create situations where the technique should be effective.

  • The control input is harder than the reward justifies.

  • The CPU does not behave realistically enough for the technique to matter.

Raw usage numbers do not provide that explanation.

A company may notice that players rarely box inside and decide inside fighting is unpopular.

But what if the inside-fighting system is incomplete?

What if punches do not shorten naturally at close range?

What if clinching activates incorrectly?

What if referees separate boxers too quickly?

What if shoulder positioning, hand fighting, framing and body placement are absent?

What if the camera, collision system and controls make close-range exchanges frustrating?

The problem would not be that boxing fans reject inside fighting.

The problem would be that the game failed to represent it properly.

Knowledgeable boxing fans can identify the difference between an unwanted feature and a badly implemented feature.

That distinction is extremely valuable.

Boxing Fans Protect the Identity of the Product

Every sport has a core audience that understands when its essential characteristics have been removed.

Racing enthusiasts notice when vehicle handling lacks weight.

Football fans notice when formations and assignments are inaccurate.

Basketball fans notice when spacing, help defense and player tendencies do not function correctly.

Wrestling fans notice when match pacing, selling and character behavior feel wrong.

Boxing fans notice when the game lacks boxing.

The core audience provides a form of authenticity-based quality control.

That does not mean every hardcore fan is automatically correct.

Boxing fans disagree with one another, just as developers, trainers, judges and boxers do.

However, their knowledge should not be dismissed merely because they request more detail than the average customer.

A casual player may say:

“The punches feel fine.”

A knowledgeable boxing fan may notice that:

  • The jab does not control distance.

  • The rear hand lacks proper weight transfer.

  • A boxer remains balanced after missing a fully committed punch.

  • The guard recovers too quickly.

  • Every boxer slips punches in the same manner.

  • Pressure boxers follow instead of cutting off the ring.

  • Counterpunchers attack without creating mistakes first.

  • Southpaw and orthodox matchups feel nearly identical.

  • Boxers switch stances without technical consequences.

  • Fatigue reduces a meter without changing posture, reactions or decision-making.

That feedback is not unnecessary nitpicking.

It is specialized knowledge.

Hardcore Boxing Fans Create Long-Term Value

Casual attention can be commercially valuable, but it may also be temporary.

A casual player may purchase the game because of:

  • A famous cover boxer.

  • A viral knockout clip.

  • A streamer.

  • A major event weekend.

  • A social-media trend.

  • A temporary discount.

A committed boxing fan is more likely to care about the product beyond launch.

The core audience can provide:

  • Long-term feedback.

  • Historical knowledge.

  • Boxer-style analysis.

  • Creation-suite content.

  • Community leagues.

  • Custom rankings.

  • Realistic rosters.

  • Era-based tournaments.

  • Career-mode discussions.

  • Technical tutorials.

  • Detailed bug reports.

  • Word-of-mouth credibility.

  • Continued interest between updates.

These players can become the community that keeps the game alive.

They are the people most likely to discuss whether:

  • A legendary boxer behaves accurately.

  • A prospect’s ratings need adjustment.

  • A historical ruleset is represented correctly.

  • A tactical system improves the simulation.

  • A boxer’s tendencies match the real person.

  • A particular era feels authentic.

A casual audience can create a launch spike.

A committed core audience can create a foundation.

The strongest strategy is not to choose one audience and reject the other.

It is to build a product accessible enough to attract newcomers but authentic enough to retain people who genuinely love boxing.

Catering Exclusively to Casual Players Can Create a Shallow Product

There is a major risk in constantly simplifying a game for people who may never become long-term players.

A studio can remove depth to avoid intimidating newcomers, only to discover that the simplified product does not provide enough substance to keep anyone interested.

The casual player may leave because the game becomes repetitive.

The boxing fan may leave because the game does not represent the sport.

The competitive player may remain temporarily, but limited mechanics can eventually create predictable strategies, exploits and a narrow online meta.

When boxer individuality is reduced for balance, players discover universal tactics.

When defensive systems are shallow, the same evasive patterns dominate.

When stamina lacks realistic consequences, punch volume replaces strategy.

When footwork is universal, matchup variety disappears.

When every boxer must remain equally viable, authentic physical and stylistic disadvantages become harder to represent.

A game designed to avoid frustrating anyone can end up deeply satisfying no one.

What If Companies Say Online Competitive Players Are More Important?

A company may argue that online competitive players deserve priority because they:

  • Play more matches.

  • Create rankings.

  • Generate livestreams.

  • Produce social-media clips.

  • Participate in tournaments.

  • Discuss balance updates.

  • Purchase seasonal content.

  • Remain visible between major releases.

From a business perspective, it is understandable why companies value this audience.

However, valuing online competitive players is not the same as proving that every other player should become secondary.

The problem begins when ranked competition controls the design of the entire boxing videogame.

The Most Measurable Audience Is Not Automatically the Most Important

Online competitive activity is easy to observe.

Companies can measure:

  • Match frequency.

  • Win and loss rates.

  • Boxer-selection rates.

  • Quit rates.

  • Connection quality.

  • Ranked participation.

  • Session length.

  • Popular combinations.

  • Defensive actions.

  • Purchase history.

  • Retention.

  • Seasonal participation.

Offline activity may be less visible.

A player can spend hours in:

  • Career mode.

  • Creation tools.

  • Historical tournaments.

  • CPU-versus-CPU contests.

  • Custom universes.

  • Local multiplayer.

  • Promoter modes.

  • Training systems.

That player may not appear on:

  • Ranked leaderboards.

  • Tournament broadcasts.

  • Competitive streams.

  • Online seasonal charts.

  • Public match histories.

That does not make the player less valuable.

It makes the player less visible.

Companies should not confuse easy-to-measure engagement with total player value.

A player who completes hundreds of career contests, creates an entire roster and keeps the game installed for years may be as committed as someone completing ranked matches every evening.

One player’s activity is publicly recorded.

The other player’s investment may remain largely private.

Online Competition Is One Mode, Not the Entire Sport

A boxing videogame should support strong online competition.

It should include:

  • Reliable servers.

  • Accurate matchmaking.

  • Anti-cheat systems.

  • Clear rules.

  • Fair ranking systems.

  • Consequences for quitting.

  • Connection-quality filters.

  • Private leagues.

  • Tournament support.

But online competition is one part of a boxing videogame.

It should not automatically determine:

  • How realistic stamina can become.

  • How different licensed boxers are allowed to feel.

  • Whether stylistic disadvantages can exist.

  • Whether clinching is included.

  • Whether inside fighting is developed.

  • Whether referees and judges behave authentically.

  • How offline career mode works.

  • How many sliders are available.

  • Whether historical rules can be selected.

  • How CPU boxers behave.

  • Whether players can customize the simulation.

A ranked mode may require fixed settings.

The entire game does not.

There is no logical reason why competitive balance should prevent offline players from choosing deeper simulation options.

There is no reason private matches cannot use custom rules.

There is no reason career mode must be simplified because ranked players prefer shorter contests.

There is no reason every boxer must behave similarly throughout the entire product because an esports structure wants closely balanced matchups.

Different modes can serve different purposes.

Competitive Balance Is Not the Same as Boxing Authenticity

Traditional competitive fighting games are often structured around character balance.

Each character needs enough tools to remain competitive across a wide range of matchups.

Developers may adjust:

  • Speed.

  • Damage.

  • Recovery time.

  • Move properties.

  • Defensive options.

  • Character advantages.

Boxing does not operate according to that philosophy.

Real boxers are not equal.

They do not possess the same physical gifts.

They do not all have answers for every style.

They differ in:

  • Height.

  • Reach.

  • Speed.

  • Power.

  • Durability.

  • Stamina.

  • Reflexes.

  • Technique.

  • Defense.

  • Tactical intelligence.

  • Style.

  • Experience.

  • Physical limitations.

Some boxers have severe matchup disadvantages.

Some have limited defense.

Some cannot box effectively inside.

Some struggle against southpaws.

Some have poor stamina.

Some are technically skilled but physically fragile.

Some possess extraordinary power but limited versatility.

That inequality is not a flaw in boxing.

It is part of what makes boxing compelling.

A boxing game should not make a limited boxer artificially complete merely to satisfy a competitive tier structure.

Players should have to understand the boxer they selected.

Choosing a boxer should mean accepting that boxer’s:

  • Strengths.

  • Weaknesses.

  • Habits.

  • Limitations.

  • Tendencies.

  • Vulnerabilities.

Competition should not be based only on controller reactions.

It should also reward:

  • Boxer knowledge.

  • Tactical preparation.

  • Style recognition.

  • Risk assessment.

  • Adaptation.

  • Distance management.

  • Pace control.

  • Strategic discipline.

That is boxing-based competitive depth.

Fairness Does Not Require Every Boxer to Be Equal

A competitive boxing game should be fair in its rules and systems.

It should provide:

  • Responsive controls.

  • Reliable hit detection.

  • Stable connections.

  • Understandable judging.

  • Consistent rules.

  • Effective anti-cheat protection.

  • Clear matchmaking.

  • Exploit prevention.

Fairness does not require every boxer to have equal capabilities.

A fair game can allow unequal boxers as long as those differences are communicated honestly.

Ranked competition could use:

  • Rating brackets.

  • Boxer classes.

  • Historical divisions.

  • Matchup filters.

  • Underdog rewards.

  • Separate leaderboards.

  • Standardized competitive rosters.

  • Weight-class restrictions.

  • Optional mirror-match rules.

These systems can protect competitive integrity without stripping licensed boxers of their identities.

The answer should be smarter competitive structure, not universal boxer normalization.

Online Metas Can Distort Development Priorities

When the loudest feedback comes from ranked competition, developers may begin designing around the online meta instead of the complete boxing experience.

Every update can become focused on:

  • Which boxer is overpowered.

  • Which combination is being repeated.

  • Which defensive action is too effective.

  • Which punch has too little recovery time.

  • Which boxer dominates the rankings.

  • Which strategy frustrates competitive players.

These are legitimate issues.

They are not the only issues.

An offline boxing fan may be asking:

  • Why does the CPU not understand styles?

  • Why is career matchmaking repetitive?

  • Why do trainers lack meaningful influence?

  • Why are boxer tendencies too limited?

  • Why is proper inside fighting absent?

  • Why do referees feel unimportant?

  • Why are historical rules unavailable?

  • Why is the creation suite restricted?

  • Why do CPU boxers eventually behave similarly?

  • Why is there no deep boxing universe?

When online feedback dominates development, broader systems may remain neglected.

The game may become highly focused on one narrow form of competition while remaining incomplete as a representation of boxing.

A Large Online Population Does Not Prove Online Design Is Superior

A company may point to online activity and conclude that online competition is what players value most.

That conclusion may be incomplete.

Players may be online because:

  • Offline modes lack depth.

  • Career mode has limited replay value.

  • CPU behavior is predictable.

  • Creation tools are restricted.

  • Local multiplayer is limited.

  • Online play receives most updates.

  • Rewards are tied to online participation.

  • Marketing emphasizes ranked competition.

  • The game offers few meaningful alternatives.

A mode can become the most active mode because the product is designed to push players toward it.

That does not prove players would reject a deeper offline experience.

Companies should not use activity created by their own priorities as proof that those priorities were objectively correct.

What Does “More Active” Actually Mean?

One of the most common claims is:

“Online players are more active.”

But what does activity mean?

Does it mean:

  • Number of matches?

  • Number of days the game was opened?

  • Total hours played?

  • Number of recorded events?

  • Number of seasonal challenges?

  • Number of ranked contests?

  • Number of purchases?

  • Number of social posts?

  • Number of menu interactions?

An online player naturally generates more visible data.

Every ranked contest can produce information about:

  • Matchmaking.

  • Boxer selection.

  • Punches thrown.

  • Punches landed.

  • Round results.

  • Disconnects.

  • Rankings.

  • Rewards.

  • Progression.

  • Session length.

An offline player may spend three hours creating a boxer, managing a career or organizing a tournament.

That session may generate fewer individual data events than several short online contests.

Does that prove the online player was more engaged?

No.

It may simply prove the online player was easier to measure.

A high event count is not automatically the same as meaningful engagement.

Connected Activity Is Not Competitive Activity

Another problem is the broad use of the word online.

A player can be connected to the internet while playing an offline mode.

The game may require a connection for:

  • Account verification.

  • Cloud saves.

  • Updates.

  • DLC authorization.

  • Analytics uploads.

  • Community creations.

  • Store access.

  • Roster updates.

  • Daily rewards.

That player may never enter a ranked contest.

If every connected player is counted as an online user, the data does not prove competitive online play is driving engagement.

It proves modern games frequently connect to online services.

A player who spends four hours in career mode while connected should not automatically be placed in the same category as someone who spends four hours in ranked matchmaking.

They are using the product differently.

How Are DLC and Microtransactions Measured?

A player does not have to participate in ranked online play to purchase downloadable content.

An offline-oriented player can purchase:

  • Licensed boxer packs.

  • Historical boxer collections.

  • Arenas.

  • Gloves and clothing.

  • Career expansions.

  • Training camps.

  • Commentary packages.

  • Promoter content.

  • Creation-suite additions.

  • Historical rules.

  • Organizations and belts.

  • Broadcast packages.

  • Story expansions.

  • Cosmetic content.

The transaction may pass through a digital storefront, publisher account or platform backend.

The company can measure:

  • The product purchased.

  • The price.

  • The date.

  • The platform.

  • The account.

  • The transaction receipt.

That purchase can be recorded even when the content is mainly used offline.

The important issue is not whether offline purchases can be measured.

They can.

The issue is whether companies properly connect those purchases to the customer’s actual play preferences.

A Digital Purchase Is Not Automatically an Online-Competitive Purchase

Suppose a player buys a legendary-boxer pack.

The player then uses those boxers exclusively in:

  • Offline exhibitions.

  • Career mode.

  • Historical tournaments.

  • CPU-versus-CPU contests.

  • Local multiplayer.

  • A custom boxing universe.

That is an offline-oriented customer producing post-launch revenue.

It would be misleading to treat that money as evidence that ranked competition created the demand merely because the transaction required an internet connection.

The internet processed the purchase.

It did not necessarily motivate the purchase.

The demand may have come from:

  • Career mode.

  • Historical interest.

  • Offline tournaments.

  • Custom universes.

  • Creation projects.

  • Local competition.

Companies should distinguish between:

  1. Where the transaction was processed.

  2. Why the customer bought the content.

  3. Where the customer used the content.

Those are different questions.

DLC and Microtransactions Are Different Business Models

Traditional DLC and microtransactions should not be treated as identical.

Traditional DLC

Traditional DLC may include:

  • Boxer packs.

  • Career expansions.

  • Arenas.

  • Historical eras.

  • Commentary packages.

  • Creation-suite upgrades.

  • New gameplay systems.

  • Promoter modes.

  • Universe expansions.

This content can appeal strongly to offline and online players.

An offline player may purchase fewer items than a highly active online customer, but each purchase may be larger and more substantial.

Microtransactions

Microtransactions are usually smaller and more frequent purchases, such as:

  • Cosmetic clothing.

  • Gloves.

  • Boots.

  • Ring-walk effects.

  • Virtual currency.

  • Emotes.

  • Card packs.

  • Seasonal rewards.

  • Progression accelerators.

  • Profile decorations.

These purchases often fit online environments more naturally because players can display the content to other people.

Competitive identity, social visibility, seasons and rankings can increase purchase frequency.

Therefore, online players may receive more opportunities to spend repeatedly.

That does not automatically prove online players create more total value.

It may prove that the product was designed to give them more spending opportunities.

More Spending Opportunities Naturally Produce More Spending

Suppose a company gives online competitive players:

  • Seasonal passes.

  • Ranked rewards.

  • Exclusive cosmetics.

  • Limited-time events.

  • Online currencies.

  • Competitive boxer releases.

  • Store rotations.

  • Tournament items.

  • Progression accelerators.

Meanwhile, offline players receive:

  • Few career expansions.

  • Limited historical content.

  • Minimal creation-suite additions.

  • Little CPU improvement.

  • Few universe-mode upgrades.

  • Almost no offline-specific DLC.

The company then observes that online players spend more.

What did that result prove?

Did it prove offline players are unwilling to spend?

Or did it prove the company gave online players more things to purchase?

You cannot create fifteen monetization paths for one audience, create two for another and treat the revenue difference as an unbiased market result.

That is a comparison between audiences that received unequal investment and unequal purchasing opportunities.

The Self-Reinforcing Online Business Model

A company can create a cycle:

  1. Prioritize online competitive modes.

  2. Invest heavily in live events and seasonal content.

  3. Attach rewards and progression to online participation.

  4. Create frequent online spending opportunities.

  5. Give offline modes fewer updates.

  6. Measure higher online activity and spending.

  7. Use those numbers to justify further online investment.

At the end of the cycle, the company may say:

“The data proves online players matter more.”

But the company helped create that result through its own design, marketing and monetization decisions.

The numbers may reflect where the company placed:

  • Content.

  • Rewards.

  • Updates.

  • Visibility.

  • Spending opportunities.

  • Development resources.

They may not reflect what the entire audience would have chosen if online and offline modes received equal support.

Activity Can Be Manufactured Through Rewards

Players may be pushed toward online modes to:

  • Earn certain rewards.

  • Complete daily objectives.

  • Unlock cosmetics.

  • Progress through seasonal systems.

  • Access tournaments.

  • Improve profile rankings.

  • Receive special currency.

  • Participate in promotional events.

If rewards are concentrated online, players will naturally appear more active online.

That does not necessarily mean online competition is their preferred experience.

Some may be following the reward structure rather than choosing the mode they enjoy most.

Companies should distinguish between:

  • Voluntary preference.

  • Reward-driven participation.

  • Required online interaction.

  • Temporary event participation.

  • Long-term competitive commitment.

Without that distinction, activity data can be misinterpreted.

Where Is the Spending Breakdown?

When companies say online players spend more, they should explain:

  • How players were classified.

  • Whether connected career players were counted as online users.

  • Whether mixed-mode players were separated.

  • Whether DLC purchases were connected to the mode in which the content was used.

  • Whether offline players received comparable products to buy.

  • Whether revenue was measured before or after server and live-service costs.

  • Whether the comparison included long-term retention.

  • Whether base-game and sequel purchases were included.

  • Whether creation-suite and historical content were offered at meaningful scale.

Without this information, broad claims about spending remain incomplete.

Revenue Is Not the Same as Profit

Even if online competitive players produce more gross revenue, that does not automatically mean they create more profit.

Online systems require ongoing expenses:

  • Matchmaking servers.

  • Network infrastructure.

  • Anti-cheat systems.

  • Security monitoring.

  • Moderation.

  • Customer support.

  • Seasonal content.

  • Balancing updates.

  • Competitive events.

  • Leaderboards.

  • Live-operations staff.

  • Community management.

  • Connection monitoring.

  • Account services.

Offline systems also cost money to develop and test, but they generally do not create the same permanent operational burden.

An offline expansion can continue selling for years without requiring constant matchmaking, moderation or competitive balancing.

A company should compare:

Revenue minus the cost of acquiring, supporting and retaining each audience.

A player who spends more on repeated microtransactions but requires expensive ongoing services is not automatically more profitable than a player who buys the base game and several substantial offline expansions.

Offline Players May Spend Differently

Online competitive players may make small purchases frequently.

Offline players may prefer larger and more meaningful expansions.

An offline boxing fan may purchase:

  • A historical-era package.

  • A deep career expansion.

  • A promoter mode.

  • A universe mode.

  • An advanced creation suite.

  • New commentary teams.

  • Authentic organizations and belts.

  • Amateur boxing systems.

  • Historical rules.

  • Large boxer collections.

  • Regional career circuits.

  • New training and corner systems.

These customers may reject repetitive cosmetic microtransactions while still spending substantial money on content that meaningfully expands the boxing experience.

If companies do not create that content, they cannot use low offline spending as proof that demand does not exist.

The demand was never properly tested.

Offline Players Can Be Measured

Offline behavior is not completely invisible.

When a player reconnects, the game may be able to record:

  • Which modes were used.

  • Session length.

  • Career progress.

  • Boxer selections.

  • Creation-suite activity.

  • Purchased content usage.

  • Return frequency.

  • Tournament completion.

  • CPU-versus-CPU activity.

  • Local multiplayer use.

There are limitations.

Some players remain disconnected.

Some disable analytics.

Some activity may be uploaded later.

Some behavior may never be recorded.

That creates a visibility problem.

It does not prove offline play has less value.

The industry must not confuse limited visibility with limited importance.

What About Mixed-Mode Players?

Many customers use both online and offline modes.

A player may:

  • Play career mode during the week.

  • Enter ranked contests on weekends.

  • Purchase historical boxers for offline tournaments.

  • Use created boxers in private online leagues.

  • Watch CPU-versus-CPU contests.

  • Participate in seasonal events.

  • Spend hours in the creation suite.

Which audience owns that player’s value?

Online?

Offline?

Competitive?

Simulation?

The answer is that the player contributes to several parts of the product.

Mixed-mode players may be among the most valuable customers because they use more systems and have more reasons to purchase content.

A company that forces every player into one category may oversimplify the data and exaggerate the importance of one mode.

Silence Is Not Lack of Engagement

Online competitors are often louder and more visible.

They appear on:

  • Leaderboards.

  • Livestreams.

  • Social media.

  • Tournament broadcasts.

  • Discord servers.

  • Competitive forums.

  • Matchmaking statistics.

Offline players may quietly play the same game for years.

They may not stream.

They may not post every result.

They may not complain after every balancing update.

They may not participate in ranked seasons.

That does not mean they are absent.

A quiet customer can still be:

  • Loyal.

  • Profitable.

  • Highly engaged.

  • Influential through word of mouth.

  • Likely to purchase expansions.

  • Likely to purchase the sequel.

  • Important to the long-term reputation of the franchise.

Visibility should not be confused with importance.

Can Online Players Leave Quickly Too?

Online competitive players can create strong engagement, but they can also leave rapidly when:

  • The meta becomes repetitive.

  • Matchmaking deteriorates.

  • Exploits remain unfixed.

  • Connections are unstable.

  • Updates slow down.

  • Another competitive game launches.

  • The player population declines.

  • Ranked progression feels unrewarding.

  • Balancing changes become unpopular.

A strong offline foundation gives the game value when:

  • Servers are quiet.

  • Ranked participation decreases.

  • Seasonal content ends.

  • Official support slows.

  • The next game is delayed.

  • Competitive communities move elsewhere.

Career modes, creation suites, historical content, local play, tournaments and CPU competition can extend the life of a boxing game beyond its most active online period.

A product built almost entirely around live online activity risks losing much of its value when that activity declines.

Offline Players Also Pay Full Price

Offline players are not borrowing the product.

They purchase it.

Boxing fans who want:

  • Career mode.

  • CPU-versus-CPU contests.

  • Historical tournaments.

  • Creation tools.

  • Sliders.

  • Local competition.

  • Realistic simulation.

  • Promoter management.

  • Custom universes.

are still customers.

Their money does not become less valuable because they do not participate in ranked matchmaking.

A company cannot reasonably market a product as a complete boxing experience, charge every customer the full price and then treat major groups as secondary because their play habits do not support the preferred live-service strategy.

Are Companies Being Deceptive?

It can look deceptive when companies use broad claims such as:

  • “Online is where the engagement is.”

  • “Competitive players spend more.”

  • “Offline demand is limited.”

  • “Casual players do not want realism.”

  • “Most players want faster action.”

  • “The data tells us what people want.”

These statements may contain part of the truth while leaving out important context.

There are several possibilities.

Flawed Interpretation

A company may rely too heavily on visible online data and genuinely conclude that online players matter more.

That may be poor analysis rather than deliberate dishonesty.

Corporate Spin

A company may select the numbers that support its preferred business strategy.

It may not directly lie, but it may frame the evidence in a way that makes a predetermined decision appear like an unavoidable response to consumer demand.

Deception

A company may possess evidence showing strong offline or simulation demand, knowingly hide that evidence and publicly claim the opposite.

That is a serious allegation and would require internal documents, contradictory reports, verifiable statements or other credible proof.

From outside the company, consumers can often identify misleading logic.

They usually cannot prove intent.

The most defensible conclusion is often this:

Companies may be presenting selectively measured, self-reinforcing business outcomes as though they are neutral proof of what all players want.

How Broad Categories Can Mislead

Terms such as:

  • Engagement.

  • Active users.

  • Online community.

  • Digital revenue.

  • Live services.

  • Connected players.

can be accurate but vague.

A monthly active user category may include someone who:

  • Played one ranked contest.

  • Opened the game while connected.

  • Used career mode while online.

  • Purchased DLC.

  • Downloaded an update.

  • Played private multiplayer.

  • Used community-created content.

Without a clear definition, the number does not establish that ranked competitive players are the most important customers.

The same problem applies to digital revenue.

A digital-revenue category may include purchases from:

  • Ranked players.

  • Unranked players.

  • Offline career players.

  • Creation-suite users.

  • Mixed-mode players.

  • Local players purchasing boxer packs.

  • People buying historical expansions.

The transaction is digital.

The motivation is not necessarily competitive.

The Missing Counterfactual

The most important data may be the data companies never create.

To determine whether offline boxing has less value, a company would need to test an equally serious offline strategy.

That could include:

  • A deep career expansion.

  • Historical-era packages.

  • Advanced creation-suite content.

  • Promoter and universe systems.

  • New commentary packages.

  • Offline tournaments.

  • CPU-versus-CPU presentation.

  • Expanded sliders.

  • Simulation settings.

  • Amateur boxing.

  • Regional circuits.

  • Custom organizations.

Then the company could compare:

  • Revenue.

  • Retention.

  • Engagement.

  • Satisfaction.

  • Sequel interest.

  • Community activity.

  • Content usage.

Without equal investment, the company cannot know how much offline players would spend on meaningful offline content.

It only knows how much those players spent on the limited options they were given.

What Data Would Actually Prove the Claims?

To prove that online competitive players are more active, spend more and create greater value, a company should provide segmented evidence.

Player Classification

Players should be separated into groups such as:

  • Primarily ranked.

  • Primarily unranked online.

  • Primarily offline.

  • Career-focused.

  • Creation-focused.

  • Local multiplayer-focused.

  • CPU-versus-CPU-focused.

  • Mixed-mode.

Engagement

For each group, companies should measure:

  • Total playtime.

  • Average session length.

  • Active days.

  • Thirty-day retention.

  • Ninety-day retention.

  • One-hundred-eighty-day retention.

  • Return rate after updates.

  • Lifetime hours.

  • Long-term franchise activity.

Revenue

For each group:

  • Base-game purchases.

  • DLC attach rate.

  • Microtransaction conversion rate.

  • Average spending per player.

  • Average spending per paying player.

  • Purchase frequency.

  • Lifetime value.

  • Sequel purchase likelihood.

  • Refund rate.

Content Usage

For every purchase:

  • Which mode motivated the purchase?

  • Where was the item first used?

  • Where was it used most often?

  • Did the purchase improve offline retention?

  • Did it improve online retention?

  • Was it bought for competition, career mode, historical play or customization?

Cost to Serve

For each audience:

  • Server costs.

  • Moderation costs.

  • Anti-cheat costs.

  • Live-operations costs.

  • Customer-support costs.

  • Content-production costs.

  • Quality-assurance costs.

  • Marketing costs.

  • Acquisition costs.

Only then could a company fairly compare the complete value of each audience.

A Fair Realism and Mode Study

A serious third-party study should compare multiple versions of the same boxing game under equal production quality.

Version A: Arcade-Oriented

  • Faster pacing.

  • Simplified stamina.

  • Limited clinching.

  • Universal movement.

  • Reduced boxer differences.

  • Forgiving balance.

  • Simplified defense.

Version B: Simulation-Oriented

  • Boxer-specific movement.

  • Strategic stamina.

  • Deeper defense.

  • Authentic clinching.

  • Strong style differences.

  • Realistic balance.

  • Meaningful consequences.

Version C: Customizable

  • Casual preset.

  • Hybrid preset.

  • Simulation preset.

  • Adjustable assistance.

  • Gameplay sliders.

  • Custom rules.

  • Online and offline options.

Participants should play all three versions.

Researchers should measure:

  • Initial enjoyment.

  • Learning time.

  • Match completion.

  • Strategic variety.

  • Desire to replay.

  • Perceived control.

  • Frustration.

  • Boxer authenticity.

  • Long-term retention.

  • Preferred default.

  • Preferred optional settings.

  • Purchase intention.

  • Interest in DLC.

  • Interest in career expansions.

  • Interest in online competition.

That would produce useful evidence.

Repeating that players do not want realism does not.

Options Are the Most Rational Solution

A boxing videogame does not have to force every player into the same experience.

Casual Preset

This could include:

  • Simplified controls.

  • Strong assistance.

  • Reduced penalties.

  • Faster pacing.

  • Clear visual feedback.

  • Forgiving stamina.

  • Easier defensive timing.

  • Automatic corner guidance.

Hybrid Preset

This could include:

  • Authentic boxing concepts.

  • Moderate assistance.

  • Competitive balancing.

  • Clear tactical feedback.

  • Noticeable boxer differences.

  • Accessible career and online systems.

Simulation Preset

This could include:

  • Full stamina consequences.

  • Boxer-specific tendencies.

  • Stricter positioning.

  • Realistic damage.

  • Deeper clinching.

  • Authentic judging.

  • Greater style differences.

  • Fewer artificial protections.

  • Strong tactical consequences.

  • Realistic referee behavior.

These presets should operate through one central boxing engine.

Simulation should not be a cosmetic label that changes only punch speed and stamina drain.

Each preset should adjust interconnected systems transparently.

Different Modes Can Have Different Priorities

The answer is not to ignore competitive players.

The answer is to stop allowing one audience to control every mode.

Ranked Online Mode

This mode can use:

  • Fixed competitive settings.

  • Restricted custom content.

  • Clear matchmaking rules.

  • Rating brackets.

  • Standardized assistance.

  • Connection requirements.

  • Anti-quit penalties.

  • Competitive leaderboards.

Unranked and Private Online Modes

These modes can allow:

  • Custom simulation settings.

  • Historical rules.

  • Alternative round lengths.

  • Created boxers.

  • Custom damage.

  • Flexible stamina.

  • Private league rules.

  • Community-designed contracts.

Offline Modes

These modes should offer:

  • Full gameplay sliders.

  • Deep career systems.

  • CPU-versus-CPU viewing.

  • Custom tournaments.

  • Historical eras.

  • Advanced creation tools.

  • Universe management.

  • Adjustable AI.

  • Rule customization.

  • Authentic simulation presets.

  • Promoter and trainer systems.

Every audience can receive meaningful options without forcing the entire product to obey one competitive philosophy.

Online Competition Should Be Built on Authentic Boxing

The best competitive boxing game would not remove boxing depth.

It would use that depth to create better competition.

A skilled player should win because that person understands:

  • Distance.

  • Timing.

  • Pace.

  • Positioning.

  • Energy management.

  • Boxer limitations.

  • Opponent tendencies.

  • Style matchups.

  • Defensive responsibility.

  • Tactical adaptation.

Online competition becomes less meaningful when players win mainly by discovering:

  • The safest repeated action.

  • The strongest universal combination.

  • The most exploitable animation.

  • The most forgiving boxer.

  • The easiest stamina advantage.

A realistic foundation can create deeper competition by giving players more tactical choices and more ways to solve problems.

A Boxing Game Can Monetize Offline Players Without Damaging the Experience

An offline-focused content strategy could include meaningful expansions rather than manipulative spending systems.

Historical Boxer Collections

Era-specific boxer packs with authentic:

  • Ratings.

  • Tendencies.

  • Equipment.

  • Presentation.

  • Styles.

  • Commentary.

Career Expansions

New systems for:

  • Amateur boxing.

  • Promoters.

  • Trainers.

  • Injuries.

  • Rivalries.

  • Matchmaking.

  • Weight management.

  • Career longevity.

Broadcast Packages

Additional:

  • Commentary teams.

  • Historical presentation.

  • Arena graphics.

  • Television filters.

  • Ring-announcing styles.

  • Interview systems.

Creation-Suite Expansions

More:

  • Hairstyles.

  • Body types.

  • Equipment.

  • Arenas.

  • Belts.

  • Organizations.

  • Editing tools.

  • Storage capacity.

  • Sharing features.

Boxing-Era Packages

Different:

  • Rules.

  • Refereeing standards.

  • Judging criteria.

  • Round lengths.

  • Presentation styles.

  • Equipment.

  • Commentary language.

Universe and Promoter Expansions

Deeper:

  • Matchmaking.

  • Rankings.

  • Contracts.

  • Negotiations.

  • Television deals.

  • Organization management.

  • Boxer markets.

  • Rivalries.

  • Promotional events.

These products could generate post-launch revenue while strengthening the offline boxing experience.

The false choice between offline play and monetization exists only when companies limit their thinking to battle passes, currencies and competitive cosmetics.

The Better Business Question

The question should not be:

“How much boxing can we remove before casual players lose interest?”

It should not be:

“How can we make every boxer equal for ranked competition?”

It should not be:

“How can we move everyone into the mode that sells the most microtransactions?”

The better question is:

How can we make authentic boxing understandable, enjoyable and commercially sustainable for several different audiences?

That question leads to:

  • Layered tutorials.

  • Adjustable assistance.

  • Gameplay presets.

  • Simulation sliders.

  • Better AI.

  • Boxer-specific identities.

  • Authentic mechanics.

  • Competitive rule sets.

  • Deep offline customization.

  • Meaningful DLC.

  • Multiple monetization paths.

  • Long-term franchise loyalty.

The goal should be expansion through accessibility, not expansion through dilution.

Do Not Let Monetization Decide What Boxing Is

Online competition may create frequent spending opportunities.

That does not mean ranked players should control:

  • The entire gameplay engine.

  • Boxer ratings.

  • Career depth.

  • Offline rules.

  • Historical accuracy.

  • Creation tools.

  • CPU behavior.

  • Simulation options.

  • Boxer individuality.

  • Referee systems.

  • Inside fighting.

  • Clinching.

A company can create different content strategies for different audiences.

Online players can receive seasonal and competitive content.

Offline players can receive expansions and long-term simulation content.

Mixed players can use both.

Several revenue paths are stronger than dependence on one audience.

So, Is Online More Important Than Offline?

The honest answer is:

Online may be more valuable in certain categories, but not automatically overall.

Online competitive players may produce more:

  • Ranked matches.

  • Immediate telemetry.

  • Seasonal participation.

  • Social visibility.

  • Repeated cosmetic purchases.

  • Short-term daily activity.

Offline players may produce equal or greater value through:

  • Base-game purchases.

  • Expansion sales.

  • Career-mode retention.

  • Historical content demand.

  • Creation-suite activity.

  • Long-term ownership.

  • Local play.

  • Franchise loyalty.

  • Product longevity.

  • Continued value after server decline.

Mixed-mode customers may be the most valuable because they use multiple systems and purchase content for several reasons.

A company cannot know which audience is truly more valuable without properly segmenting the data.

The Final Answer: Where Is the Data?

When a company says online competitive players are more active and spend more, the response should be direct:

Show the categories.

Define online.

Define competitive.

Separate connected offline activity from ranked activity.

Separate digital transactions from competitive motivation.

Show what each audience was offered.

Show the DLC attach rate by playstyle.

Show retention by mode.

Show the cost of supporting each audience.

Show whether mixed-mode players were separated.

Show whether offline and online received equal investment.

Until companies provide that information, the claim remains incomplete.

It may describe the results of the business model they created.

It does not necessarily prove that online competition naturally holds more value than offline boxing.

A company cannot heavily invest in one audience, barely test another and then call the resulting imbalance objective consumer demand.

Actual boxing fans matter.

Casual players matter.

Fighting-game fans matter.

Online competitors matter.

Offline players matter.

Content creators matter.

But no single group should be allowed to erase the sport’s identity or control every mode.

A boxing videogame should attract people who know very little about boxing while still earning the respect of those who understand the sport deeply.

It should support online competition without sacrificing offline depth.

It should offer accessibility without eliminating mastery.

It should provide monetization without allowing monetization to define the sport.

It should measure every major audience fairly before declaring one more important than another.

Until then, claims about what players want, who spends more and which audience matters most should be treated as what they are:

Unproven conclusions built on incomplete public data.

Do not build only for people who may temporarily play a boxing videogame. Build something worthy of the people who genuinely love boxing, while giving new players the tools to fall in love with it too.

This version can serve as the complete main article rather than a collection of separate extensions.

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