Why Online And Offline Modes Should Work Separately In A Realistic Boxing Videogame
Yes, it is absolutely doable.
The important distinction is this:
Online and offline should share the same core boxing engine, but they should not be forced to share the same authority, networking, save structure, restrictions, tuning, progression rules, or service dependencies.
You do not want developers building two completely different boxing games. You want one boxing simulation foundation with multiple execution environments.
That architecture fits the kind of realistic/sim boxing game you have been describing.
1. The Fundamental Architecture
Think of the game as three layers:
BOXING CORE
│
┌────────────┴────────────┐
│ │
OFFLINE EXECUTION ONLINE EXECUTION
│ │
Local Authority Server Authority
Local Saves Server/Account Data
Full Customization Validated Rules
CPU Ecosystem Network Synchronization
Mods/Creations Anti-Cheat
Custom Sliders Matchmaking
CPU vs CPU Rankings
Universe Competitive IntegrityThe Boxing Core remains common.
That core contains things such as:
punch mechanics
footwork
locomotion
stamina
damage
knockdowns
knockouts
cuts and swelling
blocking
parries
slipping
weaving
clinching
inside fighting
boxer tendencies
boxer capabilities
attributes
traits
mannerisms
physics
weight transfer
collision detection
judging
referee logic
fouls
corner systems
AI decision-making
animation selection
procedural animation
boxer identity
Then the game decides who has authority over that simulation.
That distinction changes almost everything.
Epic's current Unreal Engine documentation describes multiplayer around essentially this concept. A server can be authoritative over the true state while clients maintain synchronized approximations of that state. Dedicated servers can run headlessly with no local player controlling the authoritative machine. (Epic Games Developers)
2. Offline Should Be Locally Authoritative
When you play offline, your machine should be the authority.
There is no technical reason for a single-player boxing match to ask an external server:
"Did that punch land?"
Your local simulation already knows.
For example:
Player throws left hook
↓
Input System
↓
Punch Controller
↓
Animation / Procedural Motion
↓
Collision Detection
↓
Impact Calculation
↓
Damage + Balance + Reaction
↓
Local Fight State UpdatedEverything happens locally.
That means no network latency is involved in determining the result.
3. Online Should Be Server Authoritative
Online presents a different problem.
Suppose Boxer A's PlayStation says:
I landed the punch.But Boxer B's PC says:
He missed me.Someone must determine the official result.
That should generally be the authoritative server.
PLAYER A
↓
Input
↓
Prediction
↓
SERVER
↓
Authoritative Simulation
↓
Validated Punch Result
↓
PLAYER A + PLAYER BThis is the model Unreal Engine supports for network multiplayer. Epic specifically describes the server as moderating the true game state while clients receive replicated state. (Epic Games Developers)
That matters enormously for boxing because timing can be measured in milliseconds.
4. This Does Not Mean Online Boxing Has To Become Arcade
This distinction is critical.
Some developers make the mistake of simplifying gameplay because networking becomes difficult.
That does not mean sophisticated boxing mechanics are incompatible with online play.
Instead, the online implementation has to account for:
latency
packet loss
input prediction
reconciliation
synchronization
authority
physics replication
hit validation
rollback or resimulation where appropriate
Unreal Engine now supports several networked physics approaches, including predictive interpolation and physics resimulation for server-authoritative objects. (Epic Games Developers)
So the solution should not automatically be:
"Remove the complicated boxing."
The better engineering question is:
How do we synchronize the complicated boxing?
5. Why Forcing Offline And Online To Behave Identically Can Hurt The Game
This is where I think your Blueprint should be particularly firm.
If developers make every offline feature obey online restrictions, offline becomes unnecessarily compromised.
Imagine the developers say:
"We can't allow this because it wouldn't work competitively online."
But you're playing against the CPU.
Why should competitive matchmaking limitations govern your private universe?
They usually should not.
For example, offline could permit:
| Feature | Offline | Competitive Online |
|---|---|---|
| Gameplay sliders | Full control | Validated ruleset |
| Custom boxer attributes | Unlimited | Validated |
| Mods | Yes, platform permitting | Restricted |
| CPU vs CPU | Yes | Optional |
| Experimental physics | Yes | Restricted |
| Custom referees | Yes | Contract dependent |
| Custom judging | Yes | Contract dependent |
| Custom rounds | Yes | Match rules |
| Historic rules | Yes | Match rules |
| 15-round fights | Yes | Supported rulesets |
| Created organizations | Yes | Private/community leagues |
| Created belts | Yes | Private/community leagues |
| Custom damage | Yes | Contract controlled |
| Career editing | Yes | Server validation if competitive |
| Save manipulation | Local | Not allowed for ranked progression |
That is separation working correctly.
6. Offline Should Never Require Matchmaking Infrastructure
An offline fight should basically work like this:
Start Game
↓
Load Local Profile
↓
Load Boxer Database
↓
Load Rules
↓
Load Arena
↓
Start SimulationNot:
Start Game
↓
Contact Authentication Server
↓
Contact Gameplay Server
↓
Check Live Services
↓
Download Permission
↓
Start Offline FightFor a boxing game with a large single-player ecosystem, forcing server dependencies into offline play creates unnecessary failure points.
Internet outage?
Offline still works.
Publisher servers down?
Offline still works.
Servers permanently shut down ten years later?
Offline still works.
That is especially important for sports-game preservation.
7. Offline Career Should Be Its Own Ecosystem
This becomes even more important with the career system you have been designing.
Your offline universe could contain:
2,000+ Generated/Created Boxers
+
Promoters
+
Managers
+
Trainers
+
Gyms
+
Organizations
+
Commissions
+
Rankings
+
Media
+
Venues
+
Sponsors
+
Broadcast Networks
+
Historical Rules
+
Fight Cards
+
Injuries
+
Contracts
+
Rivalries
+
Retirements
+
New GenerationsThat universe should live in a local or optionally cloud-backed persistent database.
It shouldn't need to query competitive online servers every time something happens.
Unreal provides customizable save systems specifically designed for developers to persist different types of game state across sessions, including separate save classes and multiple save files. (Epic Games Developers)
That is useful for the Blueprint because you could separate:
ProfileSave
UniverseSave
CreationSave
CareerSave
SettingsSave
StatisticsSave
RulesetSave
ReplaySaveinstead of stuffing everything into one save file.
8. Online Career Should Be Different
Online career creates additional concerns.
You now have:
cheating
altered save files
manipulated attributes
duplicated currencies
fraudulent records
disconnects
matchmaking
rankings
championships
leaderboards
tournament results
player identity
cross-platform synchronization
Those systems need stronger authority.
An online fighter might therefore have:
SERVER PROFILE
Boxer ID
Player ID
Record
Rank
Attributes
Progression
League
Titles
Match History
Penalty History
Disconnect Record
Validation Hash
Creation EligibilityThe user's local machine can display that information, but it should not simply be allowed to declare:
Power = 100
Speed = 100
Record = 387-0and have the server accept it.
9. But Created Boxers Should Still Be Usable Online
This is another area where separation allows freedom without destroying competitive integrity.
Created boxers shouldn't automatically be banned from online play.
Instead, the game can validate them.
For example:
CREATED BOXER
↓
Online Validation
↓
Check:
Height
Weight
Reach
Attributes
Perks
Traits
Equipment
Illegal Data
Ruleset
↓
Approved
↓
Online MatchDifferent modes could have different validation levels.
Ranked
Strict regulation.
Official Boxers
or
Validated Created BoxersUnranked
Much more flexible.
Custom Attributes
Custom Sliders
Custom Rules
Custom BoxersPrivate Fight
Almost anything the participants mutually agree upon.
YOUR HOUSE
YOUR CONTRACT
YOUR RULESThat fits your Contract Rule Card concept extremely well.
10. The Contract Rule Card Becomes The Bridge
Instead of forcing the entire player base into one gameplay setup, online players negotiate or select the match conditions.
Example:
POE BOXING
FIGHT CONTRACT
Weight:
Heavyweight
Rounds:
12
Round Length:
3:00
Damage:
Realistic
Stamina:
Realistic
Flash Knockdowns:
ON
Standing Eight Count:
OFF
Three Knockdown Rule:
OFF
Saved By Bell:
Final Round Only
Clinch Frequency:
Realistic
Referee Strictness:
Moderate
Judging:
10-Point Must
Created Boxers:
Allowed
Custom Boxer Validation:
ONBoth players accept.
Then the server loads that ruleset.
So online customization does not have to disappear.
It simply becomes explicitly agreed and validated.
11. This Is Why I Would Not Force Mandatory "Sim / Hybrid / Arcade Servers"
Your design can support these philosophies without unnecessarily fragmenting players.
Instead, gameplay components can be configurable.
For instance:
Realistic Damage
Realistic Stamina
Advanced Footwork
Advanced Clinching
Advanced Inside Fighting
Simulation Judging
Realistic Fouls
Realistic Referee
Advanced Injuries
Boxer-Specific AIThe realistic/sim configuration can remain the default design target.
Players who want modifications can create them.
That is much more flexible than creating three completely different boxing engines.
12. One Core Boxing Engine
This is probably the most important engineering requirement in the entire proposal.
Do not create:
OfflineBoxingEngine.cpp
OnlineBoxingEngine.cppwith independent implementations of every mechanic.
That becomes a maintenance nightmare.
Instead:
BoxingSimulationCore
│
├── CombatResolver
├── PunchSystem
├── DefenseSystem
├── FootworkSystem
├── ClinchSystem
├── InsideFightingSystem
├── DamageSystem
├── StaminaSystem
├── BalanceSystem
├── InjurySystem
├── RefereeSystem
├── JudgingSystem
├── BoxerIdentitySystem
└── RulesEngineThen:
OfflineAuthorityAdapterand
OnlineAuthorityAdaptercontrol how that simulation is executed.
13. Example: Punch Resolution
Suppose Muhammad Ali throws a right hand at Joe Frazier.
The underlying calculation could be:
Punch Result =
Punch Type
+ Boxer Capability
+ Punch Attribute
+ Timing
+ Accuracy
+ Range
+ Foot Placement
+ Weight Transfer
+ Momentum
+ Fatigue
+ Damage State
+ Opponent Movement
+ Defensive State
+ Collision LocationOffline:
Local computer calculates result.Online:
Client predicts result.
Server validates result.
Clients reconcile with server.Same formula.
Different authority.
That is what you want.
14. Boxer Identity Should Also Be Shared
This is very important for your Identity Atom approach.
Suppose Frazier has:
Pressure Bias = 0.92
Left Hook Preference = 0.95
Forward Movement = 0.94
Body Attack Preference = 0.88
Inside Fighting Capability = 0.96
Slip Preference = 0.82
Long Range Preference = 0.18
Clinching Preference = 0.31Those values should mean the same thing offline and online.
Otherwise you get:
Offline Frazier
and
Online Frazier
behaving like different boxers.
You don't want that.
Identity should be universal.
Authority should be separate.
15. Physics Should Be Shared, Networking Should Not Dictate The Offline Physics
This deserves special emphasis.
Suppose your game has:
foot planting
balance
weight transfer
glove collision
body collision
ropes physics
knockdown physics
clinch interaction
simultaneous punches
momentum
procedural reactions
Developers should build those systems first around a stable simulation.
Then determine which state needs to be synchronized online.
They shouldn't necessarily downgrade the local simulation simply because every physical value cannot economically be transmitted over the network every frame.
Networked games selectively replicate information. Unreal's replication systems are specifically designed around deciding what needs to be synchronized and how. (Epic Games Developers)
16. Simultaneous Punches Are A Perfect Example
Your simultaneous-punch system benefits heavily from proper authority separation.
Imagine:
Fighter A begins right hook at Frame 4021
Fighter B begins left hook at Frame 4022Both punches could legitimately land.
You don't want the game to say:
A connected first.
Therefore B's punch disappears.Instead the server can evaluate the authoritative simulation frame and determine:
A lands at T+172ms
B lands at T+179msThen apply:
Impact A
Impact B
Balance changes
Damage
Stun
Knockdown conditions
Animation reactionspotentially resulting in:
double knockdowns
simultaneous stuns
punch trades
one boxer falling after landing
both remaining upright
one punch altering the second punch's effectiveness
Offline can run exactly the same resolution locally.
17. Offline AI Can Be Much More Ambitious
Here is another big advantage.
Offline doesn't have to worry about internet bandwidth.
That means CPU boxer AI can potentially process much richer state.
For example:
Opponent tendencies
Previous rounds
Corner advice
Scoring situation
Fatigue
Cut severity
Opponent injuries
Reach disadvantage
Body damage
Punch history
Counter vulnerability
Ring position
Fight importance
Career consequences
Trainer philosophy
Boxer personality
Confidence
Fear
DesperationThe CPU could change strategy organically.
You shouldn't restrict that because the same information isn't being transmitted between two human players online.
18. CPU Versus CPU
This architecture also makes your CPU-vs-CPU requirement easy conceptually.
Offline:
Boxer AI A
↓
Boxing Simulation
↑
Boxer AI BThere doesn't even need to be a human-controlled boxer.
That enables:
spectator mode
promoter mode
manager mode
universe simulations
tournament simulations
AI championships
historical fantasy fights
testing boxer identities
developer balancing
telemetry collection
This would be extremely useful for validating whether boxer identity actually works.
19. Offline Creation Suite Can Be Nearly Unrestricted
Your Creation Suite should benefit massively from this separation.
Offline users could create:
boxers
trainers
managers
referees
judges
promoters
gyms
stables
organizations
belts
arenas
rings
brands
broadcasters
media outlets
commissions
regions
rulesets
tournaments
fight cards
without asking an online server for permission.
Online sharing is a separate service.
That's cleaner.
20. Creation Data Should Have Different Security Classes
I would actually specify this to developers.
Class A: Local Only
Anything allowed.
Custom Boxers
Custom Organizations
Fantasy Attributes
Mods
Modified Physics Settings
Experimental RulesClass B: Shareable
Uploaded creations pass basic validation.
File integrity
Size
Format
Content rules
CompatibilityClass C: Online Unranked Eligible
Stronger gameplay validation.
Class D: Ranked Eligible
Strict competitive validation.
Now the game doesn't have to limit offline creativity just because ranked competition exists.
21. Offline Sliders Can Be Extremely Deep
Your game could have 200 gameplay sliders if you wanted.
Examples:
Punch Damage
Power Scaling
Stamina Drain
Recovery Rate
Footwork Speed
Momentum
Counter Window
Flash KO Probability
Cut Probability
Swelling Rate
Clinching Success
Clinch Break Speed
Inside Fighting Frequency
Referee Strictness
Foul Detection
Judging Bias
Rope Interaction
Guard Degradation
Block Fatigue
Reaction Delay
AI Aggression
AI Risk TakingOffline:
Full access.
Online ranked:
Developer-certified preset.
Online unranked:
Custom slider package.
Private online:
Host-created contract.
Again, no reason one environment must destroy the flexibility of another.
22. Offline Progression Should Not Be Tied To Online Economy
Another major separation.
Do not make offline career progression depend on:
Online Tokens
Server Currency
Live-Service Currency
Battle Pass
Daily Login Rewards
Online Store AvailabilityIf someone wants to play a 30-year boxing career completely offline, let them.
Their career economy can contain:
Purses
Trainer Fees
Manager Cuts
Promoter Cuts
Travel Expenses
Camp Costs
Sponsorship
PPV Revenue
Ticket Revenue
Merchandise
Taxes
Medical Costs
Gym CostsThat is the boxing universe economy.
Online monetization is an entirely different business layer.
23. Server Shutdown Should Not Kill The Boxing Game
This is one of the strongest arguments for the architecture.
Imagine someone buying your ideal boxing game in:
2028
and still playing it in:
2045.
If the servers no longer exist, they should still have:
Exhibition
Career
Universe
Create-A-Boxer
Create-A-Gym
Create-A-Promotion
CPU vs CPU
Tournaments
Historical Seasons
Custom Rules
Custom Sliders
Local Multiplayer
Training
Sparring
Replay
StatisticsOnline matchmaking disappearing should mean:
Online functionality no longer works.
It should not mean:
Most of your boxing game no longer works.
24. Online Doesn't Need To Contain The Entire Offline Universe
This also saves money.
Developers don't necessarily need to replicate thousands of universe actors between players.
Instead:
OFFLINE UNIVERSE
3,000 Boxers
100 Promoters
250 Trainers
80 Organizations
Thousands of simulated eventscan exist locally.
Online only needs the information relevant to the current interaction.
For example:
Current Fight
Fighter A
Fighter B
Officials
Rules
Arena State
Clock
Round State
Corner State
Match MetadataThat dramatically reduces complexity.
25. The Game Could Support An Optional Online Universe
Eventually you could build:
Shared Online Boxing Worldwhere players become:
boxers
managers
trainers
promoters
gym owners
matchmakers
But that should be a separate service architecture, not a requirement for offline Universe Mode.
This is important.
Otherwise every ambitious single-player system becomes dependent on MMO-style infrastructure.
26. Disconnects Become Easier To Handle
Your existing Blueprint idea of allowing AI to assume control when somebody disconnects fits perfectly.
Example:
Player Disconnects
↓
Server detects disconnect
↓
Pause / grace period
↓
Reconnect?
YES NO
│ │
Resume CPU Takes OverThen the match can continue.
Possible rules:
Ranked:
Disconnect loss may still apply.
Unranked:
CPU takeover optional.
Private:
Contract decides behavior.
Tournament:
League rules determine outcome.Again, separate systems provide flexibility.
27. Online Anti-Cheat Should Never Restrict Offline Experimentation
Suppose someone changes:
PunchPower = 300
Gravity = 0.8
StaminaDrain = 0.1offline.
Who cares?
Let them have fun.
But online:
Server expects:
PunchPower ≤ RulesetMaximumIf client reports:
PunchPower = 300server rejects it.
This allows a game to be highly customizable without destroying online competition.
28. Separate Statistics Too
I'd create at least:
Offline Statistics
Online Ranked Statistics
Online Unranked Statistics
Career Statistics
Universe Statistics
Tournament Statistics
CPU StatisticsDo not mix:
99-0 CPU recordwith:
99-0 Ranked Human recordThey're different accomplishments.
The database should know the distinction.
29. Replays Can Still Share Technology
Interestingly, good architecture can produce secondary benefits.
Epic's replay technology works using replicated gameplay information and can support single-player as well as multiplayer sessions. (Epic Games Developers)
So developers could design:
Fight Event Streamcontaining:
Input
Movement
Punch
Impact
Damage
Knockdown
Referee Call
Round Event
Score
Corner EventThat information could power:
instant replay
fight replay
highlights
commentary analysis
judging review
statistics
AI training
developer telemetry
bug reproduction
That is exactly the kind of reusable systems architecture your Blueprint should encourage.
30. Developer Architecture I Would Recommend
I would structure your game approximately like this:
POE BOXING CORE
│
├── Boxer Identity Engine
├── Combat Engine
├── Physics Engine
├── Animation Engine
├── Rules Engine
├── Damage Engine
├── Stamina Engine
├── Footwork Engine
├── Clinch Engine
├── Inside Fighting Engine
├── Referee Engine
├── Judging Engine
├── AI Engine
├── Statistics Engine
│
├─────────────── OFFLINE LAYER
│ │
│ ├── Local Authority
│ ├── Local Career
│ ├── Universe
│ ├── Local Saves
│ ├── CPU vs CPU
│ ├── Creation Suite
│ ├── Custom Sliders
│ ├── Mods
│ └── Local Multiplayer
│
└─────────────── ONLINE LAYER
│
├── Server Authority
├── Matchmaking
├── Ranked
├── Unranked
├── Private Rooms
├── Contract Rules
├── Anti-Cheat
├── Network Prediction
├── Reconciliation
├── Online Rankings
├── Online Career
└── Creation ValidationThat's the structure I would hand to developers.
31. The Rules Engine Is The Secret Sauce
Rather than hardcoding twenty versions of boxing, create a central:
BoxingRuleset
Something resembling:
struct FBoxingRuleset
{
int32 NumRounds;
float RoundDuration;
bool bStandingEightCount;
bool bThreeKnockdownRule;
bool bSavedByBell;
bool bFlashKnockouts;
bool bClinchEnabled;
bool bAdvancedInsideFighting;
bool bRealisticStamina;
bool bRealisticDamage;
bool bFoulsEnabled;
EJudgingSystem JudgingSystem;
ERefereeStrictness RefereeStrictness;
EDamageModel DamageModel;
};Offline loads:
Poe_Custom_1970s_RulesetOnline loads:
Ranked_Heavyweight_RulesetPrivate lobby loads:
Poe_vs_Taran_Custom_ContractSame engine.
Different data.
32. Boxer Data Should Work The Same Way
For example:
BoxerDefinition
│
├── Biography
├── Measurements
├── Attributes
├── Capabilities
├── Tendencies
├── Traits
├── Mannerisms
├── Punch Library
├── Defense Library
├── Footwork Style
├── Clinch Style
├── AI Decision Bias
├── Animation Profile
└── Career MetadataOffline and online read from the same boxer identity definition.
Online adds validation.
Offline doesn't need it.
33. Why This Architecture Actually Helps Developers
It isn't just good for players.
It helps the development team.
Testing
They can test boxing locally without network infrastructure.
Debugging
If a punch behaves incorrectly offline, it is likely a combat problem.
If it works offline but fails online, it's probably a replication or reconciliation problem.
That separation drastically improves debugging.
Automation
Thousands of CPU fights can run headlessly.
Balancing
Developers can simulate:
Ali vs Frazier
10,000 fightsand inspect statistics.
Networking
Network engineers work on synchronization without rewriting combat.
Career Team
Career programmers can develop the universe independently.
Creation Team
Creation systems aren't coupled to matchmaking.
That's good software engineering.
34. It Also Makes Development More Scalable
Different teams can own different modules.
Combat Team
AI Team
Physics Team
Animation Team
Career Team
Creation Team
Online Team
Services Team
Presentation Team
Statistics TeamThey communicate through defined interfaces.
That's far better than building one giant interconnected system where changing career mode somehow breaks online punching.
35. The Wrong Approach
Avoid this:
ONLINE REQUIREMENTS
↓
Simplify physics
↓
Simplify AI
↓
Remove sliders
↓
Limit creation
↓
Remove custom rules
↓
Make career server dependent
↓
OFFLINE suffers tooThat is backwards.
36. The Better Approach
Do this:
BUILD THE BOXING MODEL
↓
BUILD BOXER IDENTITY
↓
BUILD RULESET SYSTEM
↓
BUILD OFFLINE AUTHORITY
↓
BUILD NETWORK AUTHORITY
↓
DETERMINE WHAT MUST REPLICATE
↓
ADD PREDICTION + RECONCILIATION
↓
ADD COMPETITIVE VALIDATIONNow networking becomes an implementation layer rather than the design philosophy of the entire game.
37. What Must Be Identical Online And Offline
These should generally share their fundamental logic:
punch trajectories
range
reach
boxer dimensions
collision logic
damage formulas
fatigue formulas
weight transfer
foot planting
balance
defensive mechanics
boxer tendencies
boxer capabilities
traits
attributes
animation logic
referee logic
judging rules
knockdown evaluation
injury systems
stamina system
clinching
inside fighting
boxer identity
rules engine
Otherwise you create two boxing games.
38. What Should Be Separate
These should be allowed to differ:
authority
save storage
matchmaking
anti-cheat
progression validation
account authentication
rankings
leaderboards
custom-content validation
network prediction
reconciliation
latency handling
disconnect behavior
server persistence
competitive presets
custom-content permissions
online economy
tournament services
That's the proper separation boundary.
39. The Blueprint Principle
I would make this an explicit rule of the Poe Boxing Videogame Blueprint:
Offline and online gameplay shall share a common realistic/sim boxing simulation core while operating through independent authority, persistence, validation, services, and ruleset layers. Online infrastructure must not unnecessarily restrict offline functionality, customization, simulation depth, creation tools, career systems, CPU behavior, or long-term game preservation.
Then add:
Features shall not be removed from offline play solely because they create synchronization, security, matchmaking, or competitive-integrity challenges online. Where an online restriction is necessary, the restriction should exist at the online service or ruleset layer rather than being permanently imposed on the underlying boxing engine.
That distinction is huge.
40. The Simplest Way To Explain It To Someone Who Says "That's Too Much"
You can put it like this:
You're not asking developers to create two boxing games.
You're asking them to create:
one boxing game with two ways of running it.
Offline:
My machine is the authority.Online:
The server is the authority.Everything else follows from that.
And yes, modern engines are designed to support this distinction. Unreal explicitly separates server authority, replicated game state, networked physics, client prediction and local save mechanisms. (Epic Games Developers)
For the kind of game in the Poe Boxing Videogame Blueprint, I would go even further: offline independence should be a formal architectural requirement from day one, not something developers try to retrofit after the online architecture is already controlling the entire game. That would preserve the deep Creation Suite, Universe/Career ecosystem, CPU-vs-CPU, sliders, historical rules, boxer identity systems and realistic/sim mechanics while still allowing ranked online boxing to have the security and competitive integrity it needs.
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