Saturday, February 8, 2025

Global Dream Team: The Best Hires to Create the Most Realistic Boxing Video Game

 


To create the most realistic boxing video game, the best hires should come from various parts of the world, depending on their expertise in different areas of game development, combat sports, and technology. Here’s a deep dive into the ideal global talent pool based on industry strengths:


1. Game Development & Simulation Physics

United Kingdom (UK) & Canada

  • Why? The UK and Canada have some of the best simulation-based game development studios.
  • Notable Studios & Talent Pools:
    • Codemasters (UK) – Experts in physics-based racing games like F1 and Dirt, which require high-level physics accuracy.
    • Criterion Games (UK) – Known for their destruction physics in Burnout and Need for Speed.
    • Ubisoft Toronto (Canada) – Specializes in motion capture and physics-based gameplay.
  • How This Helps: A realistic boxing game needs accurate physics, fluid movement, and punch impact variations, and these studios have deep experience in that.

2. Combat Sports AI & Behavior

Japan & France

  • Why? Japan and France have long-standing experience in creating AI-driven sports and combat systems.
  • Notable Contributions:
    • SEGA AM2 (Japan) – Created the Virtua Fighter series, known for its realistic fighting AI and physics.
    • EKO Software (France) – Developed UFC Throwdown, one of the earliest realistic MMA games with AI-driven combat behavior.
  • How This Helps: Japan and France could provide AI developers who specialize in opponent tendencies, defensive mechanics, and strategic AI-based decision-making for realistic boxing gameplay.

3. Motion Capture & Fighter Animation

United States (California & New York) & Sweden

  • Why? The US and Sweden have world-class motion capture studios that work with top-tier fighters and athletes.
  • Notable Studios & Expertise:
    • EA Sports (Vancouver, Canada & Orlando, USA) – EA’s FIFA and UFC games have some of the best mocap in sports.
    • Rockstar San Diego (USA) – Created Red Dead Redemption 2, which features hyper-realistic character animations.
    • DICE (Sweden) – Known for Battlefield’s hyper-realistic character movement and fluid animations.
  • How This Helps: High-quality motion capture and animation blending are crucial for realistic punch mechanics, defense movement, and knockdowns in a boxing game.

4. Realistic Boxer Models & Graphics

South Korea & Germany

  • Why? These countries lead in hyper-realistic character modeling and rendering.
  • Notable Contributions:
    • South Korea (Nexon & NCSoft) – Specializes in ultra-detailed character models (e.g., Black Desert Online).
    • Crytek (Germany) – Created CryEngine, one of the most visually stunning game engines (Crysis series).
  • How This Helps: South Korea and Germany could provide photorealistic boxer models, skin textures, lighting, and sweat simulation.

5. Realistic Sound Design (Punches, Crowds, Commentary)

United States & Australia

  • Why? US and Australian sound designers have experience with real-world sports commentary, crowd dynamics, and punch impact sounds.
  • Notable Studios & Expertise:
    • Skywalker Sound (USA) – Worked on major movies and games, specializing in realistic sound effects.
    • Firelight Technologies (Australia) – Developed FMOD, a leading sound engine used in games.
  • How This Helps: The right team from these countries could create authentic punch impact sounds, realistic breathing, and immersive arena atmosphere.

6. Realistic Fighting Strategy & Boxer Tendencies

Cuba, Mexico, United States, UK, & Ukraine

  • Why? These countries have a deep understanding of different boxing styles and training methods.
  • Boxing Influence:
    • Cuba – Mastery of technical, defensive, and Olympic-style boxing.
    • Mexico – Aggressive, body-punching, come-forward styles.
    • United States – Balanced styles across all weight classes.
    • UK – Strong heavyweight and technical fighters.
    • Ukraine – Advanced footwork (e.g., Lomachenko, Usyk).
  • How This Helps: Hiring real boxing trainers, cutmen, and analysts from these regions would ensure authentic boxer tendencies and training mechanics.

7. Online Multiplayer & Netcode

South Korea & United States

  • Why? South Korea leads in online multiplayer stability, and the US has major online gaming infrastructure.
  • Notable Contributions:
    • South Korea (Bluehole, Nexon, NCSoft) – Experts in high-speed, low-lag online gaming.
    • United States (Activision, Riot Games, Epic Games) – Specializes in large-scale online netcode.
  • How This Helps: A great online multiplayer experience requires low-latency netcode and smooth matchmaking.

Conclusion

To create the most realistic boxing video game, a company should pull talent from:

  • UK & Canada – Simulation physics, gameplay mechanics.
  • Japan & France – AI behavior, combat strategy.
  • United States & Sweden – Motion capture, realistic animations.
  • South Korea & Germany – Visual fidelity, character rendering.
  • United States & Australia – Sound design and arena atmosphere.
  • Cuba, Mexico, UK, Ukraine, USA – Boxing strategy, real-life tendencies.
  • South Korea & USA – Multiplayer netcode for online play.

By combining these global talents, a true-to-life boxing simulation could be achieved, setting a new standard for realism in boxing video games.

Deep Dive: Which Region Would Make the Best Overall Boxing Video Game? (USA vs. England vs. Japan/Asia)

 


Deep Dive: Which Region Would Make the Best Overall Boxing Video Game? (USA vs. England vs. Japan/Asia)

Creating the best realistic boxing video game requires expertise in sports simulation, animation technology, AI behavior, game physics, content depth, and career mode immersion. Each region—USA, England, and Japan/Asia—has strengths and weaknesses that impact their ability to develop the best possible boxing game.

Key Factors for a Realistic Boxing Video Game

  1. Boxing Knowledge & Passion – Does the region have a deep understanding of boxing's technical aspects?
  2. Realistic Gameplay Mechanics – Can the region deliver true-to-life movement, punches, and ring physics?
  3. AI and Boxer Tendencies – Can the region create an AI system where real boxers fight like themselves?
  4. Career Mode & Single-Player Depth – Will the career mode be immersive, with rankings, gyms, promoters, and deep progression?
  5. Online & Competitive Scene – Does the region understand multiplayer balance and ranked matchmaking?
  6. Budget & Licensing Power – Can the region afford real boxers, historic legends, belts, and top-tier production?
  7. Longevity & Mod Support – Will the game have updates, modding support, and replay value?
  8. Monetization Approach – Will the region focus on pure gameplay or microtransactions & casual appeal?

Now, let’s analyze which region would create the best boxing video game.


1. USA – The Blockbuster Approach (Big Budget, But Casual-Focused)

Pros

🏆 The Best Sports Game Developers Are in the U.S.

  • The USA is home to EA Sports, 2K Sports, and Visual Concepts, studios with decades of experience in sports game development.
  • EA made the Fight Night series, one of the most technically impressive boxing franchises. While flawed, it was the last major physics-based boxing game.
  • 2K revolutionized career modes with NBA 2K and could bring that depth into a boxing game.

🎥 Top-Tier Presentation, Commentary & Broadcast-Style Graphics

  • The USA understands how to make sports games look and feel like real broadcasts.
  • NBA 2K and Madden have some of the best commentary and presentation packages in sports gaming.
  • A U.S.-made boxing game would likely have high production value, dynamic intros, and realistic broadcast overlays.

💰 Biggest Budget & Marketing Power

  • American companies have deep pockets for licensing boxers, arenas, and historic fight moments.
  • They can afford Hollywood-level motion capture, photorealistic graphics, and next-gen physics engines.

🤖 AI & Boxing Tendencies Are Possible With a Good Team

  • If a dedicated team works on it, AI could be deep, with real boxers fighting like themselves.
  • A U.S. company could use machine learning and AI-driven tendencies to replicate real boxing styles.

Cons

🎮 Prioritizes Mass Market Appeal Over Hardcore Realism

  • U.S. studios have a history of making sports games arcadey for casual players.
  • EA’s UFC series started as a sim, but later became a casual slugfest with unrealistic mechanics.
  • EA and 2K could make a great-looking boxing game but ruin the depth by simplifying mechanics.

🤑 Heavy Microtransactions & Pay-to-Win Mechanics

  • Expect loot boxes, Ultimate Team, and aggressive DLC if EA or 2K makes it.
  • They would likely lock key fighters, historic fights, and customization options behind paywalls.

Limited Offline Depth

  • If EA or 2K makes it, expect a shallow career mode focused on cutscenes instead of an open-ended experience.
  • They could neglect offline single-player fans, which is crucial for a boxing game.

2. England – Passion for Boxing, But Lacks AAA Experience

Pros

🥊 Deep Passion for Boxing Culture & Legacy

  • The UK has a long history with boxing and understands the sport’s technical aspects better than U.S. developers.
  • If a British company made a boxing game, it would likely focus on realism, weight classes, and ring tactics.
  • British developers respect the sport’s history, so they would properly implement past legends and classic fights.

🏆 Would Focus on True Simulation Gameplay

  • Unlike the U.S., which leans arcade, UK developers would prioritize sim mechanics.
  • The initial Undisputed (formerly ESBC) had good ideas about footwork, defensive styles, and fighter tendencies before shifting focus.
  • A UK studio would make a game where positioning, angles, and movement actually matter.

🎮 Career Mode & Single-Player Depth Would Be Strong

  • UK developers would likely create a deep career mode with multiple paths, including amateur, Olympic, and pro routes.
  • Expect detailed ranking systems, promoter negotiations, and financial management.

Cons

Lack of AAA-Level Development Experience

  • The UK doesn’t have a strong track record in developing AAA sports simulation games.
  • Undisputed struggled because the developers lacked experience balancing mechanics and AI.

💰 Lower Budget & Licensing Struggles

  • UK developers wouldn’t have the money to license top boxers and secure major promotions.
  • This could lead to roster limitations and generic fighters filling divisions.

🌐 Online Play & AI Behavior Could Be Weak

  • UK developers haven’t mastered server stability for multiplayer games.
  • AI might be underdeveloped, leading to repetitive or unnatural boxing strategies.

3. Japan/Asia – The Technical Innovators (Best Mechanics & Realism)

Pros

🔬 Best Motion Capture & Animation Technology

  • Japan has elite motion capture and animation studios, meaning a Japanese boxing game would have smooth, fluid movement.
  • Developers like Konami, FromSoftware, and Sega excel in realistic physics and AI-driven combat.

🤖 Advanced AI & Boxer Tendencies

  • Japanese studios specialize in hardcore AI behavior (e.g., Gran Turismo, Dark Souls).
  • A Japanese boxing game would have AI that adapts and mimics real-world boxing styles.

🎮 Wouldn’t Dumb Down Mechanics for Casual Players

  • Unlike the U.S., which prioritizes accessibility, Japan embraces deep mechanics.
  • A Japanese game would likely feature stamina-based gameplay, realistic footwork, and intricate punch mechanics.

🔄 Commitment to Long-Term Gameplay Depth

  • Japan tends to make games with long replay value, deep customization, and detailed physics systems.

Cons

🌎 Might Struggle With International Appeal

  • A Japanese-developed boxing game might focus too much on Japanese boxers, limiting its global audience.
  • They might neglect Western boxing legends and major promotions.

🌐 Weak Online Infrastructure

  • Japan’s focus is single-player depth, so multiplayer could be an afterthought.

🎤 Weak Licensing & Commentary

  • Japan might not invest in top-tier commentary and real-world boxing licensing.

Final Verdict: Who Would Make the Best Boxing Game?

1️⃣ If you want the best simulation, mechanics, and realism: JAPAN 🇯🇵
2️⃣ If you want the deepest career mode & single-player experience: ENGLAND 🇬🇧
3️⃣ If you want the biggest production, online play, and marketing: USA 🇺🇸

Best Case Scenario?

  • Japan handles gameplay mechanics.
  • England handles career mode & ranking systems.
  • USA provides budget, motion capture, and licensing.

If one region had to make it? Japan wins for realism, England wins for depth, USA wins for sales—but none of them alone would be perfect.



continue
ChatGPT said:

The Ultimate Boxing Video Game: Combining Strengths From All Three Regions

Since no single country can make a perfect boxing video game alone, the best solution is to combine the strengths of the USA, England, and Japan/Asia. Here’s how each region could contribute to the ultimate realistic boxing video game.


🏆 The Ideal Boxing Game Development Breakdown

🇯🇵 Japan/Asia – Handling Gameplay Mechanics & AI

Japanese developers would be responsible for:

  • Boxer Movement & Footwork Realism – Japan excels at precise movement mechanics (Gran Turismo, Dark Souls dodging system, Fight Night Round 3’s impact punches).
  • Realistic Stamina & Damage System – Stamina and fatigue should be deep, forcing boxers to pace themselves, like in real fights.
  • Adaptive AI & Boxer Tendencies – AI should reflect real-world boxing strategies, making boxers fight like themselves.
  • Punch & Defense Variety – Japan would ensure multiple punch animations, arcs, and trajectories, as well as realistic blocking styles.

Why Japan?
Japanese developers excel at hardcore mechanics, AI realism, and deep physics-based combat systems.


🇬🇧 England – Handling Career Mode, Gyms, and Ranking Systems

British developers would focus on:

  • Deep Career Mode – A long, structured career mode, including amateur, Olympic, and professional paths.
  • Realistic Progression System – No forced narratives—boxers should rise through rankings based on performance.
  • Promoters, Negotiations, and Contracts – Fighters should be able to switch promoters, manage contracts, and choose riskier or safer fights.
  • Training Camps & Realistic Gym Management – Boxing gyms should be a major factor, allowing players to choose trainers with different specialties.

Why England?
British developers respect boxing history and would take career mode seriously, unlike EA, which would make it gimmicky.


🇺🇸 USA – Handling Licensing, Commentary, Online Multiplayer, and Presentation

American developers would contribute:

  • Realistic Broadcast Presentation – Similar to NBA 2K and Madden, complete with pre-fight breakdowns, between-round analysis, and highlights.
  • Dynamic Commentary System – A deep commentary team with live fight analysis, similar to UFC 3’s Joe Rogan breakdowns.
  • Licensing & Boxer Roster – The U.S. has the money to secure top boxing legends, real promotions, and multiple belt organizations (WBC, WBA, IBF, WBO).
  • Online Play & Esports Infrastructure – USA-based companies know how to build matchmaking systems, leaderboards, and online ranked modes.

Why USA?
American companies have the biggest budgets for marketing, licensing, and online infrastructure.


🔗 How These Parts Fit Together

1️⃣ Core Gameplay (Japan)

  • Uses real-world physics, with detailed footwork, punch reactions, and AI-driven fighting tendencies.
  • Features realistic stamina, recovery, and fatigue management.
  • AI boxers fight uniquely—counterpunchers behave differently than brawlers.

2️⃣ Career Mode & Offline Depth (England)

  • Includes ranking systems, promoters, and financial management.
  • Adds realistic training camps, gym partnerships, and sparring mechanics.
  • Fighters start as amateurs and can move up weight classes, unify belts, and decline with age.

3️⃣ Presentation & Online Play (USA)

  • Features TV-style graphics, licensed arenas, and realistic broadcast overlays.
  • Real-life belts & promotions (WBC, IBF, WBO, WBA, The Ring, Lineal, Undisputed).
  • A balanced online competitive mode with dedicated servers.

🚀 Advanced Features That Would Set This Game Apart

If the game took the best from each region, it could introduce next-level innovations for a realistic boxing simulation.

💡 1. Advanced Movement System

Weight Shifting & Momentum:

  • Some boxers have heavier footwork (Canelo), while others glide (Ali, Lomachenko).
  • Shifting weight before throwing a punch affects speed and power.

Proper Inside & Outside Fighting Mechanics:

  • In-fighters like Chavez or Duran should cut off the ring naturally.
  • Outside fighters like Mayweather and Usyk should use lateral movement properly.

Clinch System with Realistic Breaks & Tactics:

  • Clinching should be a strategic option (like Tyson Fury smothering opponents).
  • Referees should intervene based on tendencies (some let fighters work, others break early).

💡 2. Realistic Punch System

Dozens of Unique Punch Variations

  • No single "jab" animation—fighters should throw different jabs based on style (pawing, snapping, pushing jabs).
  • Looping overhands, compact hooks, short vs. long uppercuts, and shovel hooks should exist.

Punch Impact & Deflection System

  • Punches should land differently based on angles, distance, and accuracy.
  • A missed punch should cause balance loss or overcommitment.

Counterpunching Should Be Risk/Reward

  • Counters shouldn’t be automatic—timing and foot positioning should determine success.
  • Perfectly-timed counters should cause major reactions, but spamming should be punished.

💡 3. Best AI & Boxer Tendencies Ever Created

Boxers Should Fight Like Their Real-Life Counterparts

  • Canelo should be a pressure fighter who makes small defensive movements.
  • Mayweather should use the shoulder roll and counter at specific windows.
  • Tyson should weave inside, cut angles, and throw explosive hooks.

Fighters Should Change Styles Based on Damage & Stamina

  • A pressure fighter should become more desperate when losing.
  • A speed-based fighter should slow down as fatigue sets in.

Adaptive AI That Adjusts Mid-Fight

  • If a player keeps spamming jabs, AI should adjust by parrying more or countering over the top.
  • If a boxer is hurt, their trainer should advise clinching or staying on the outside.

💡 4. Broadcast-Style Career Mode

Dynamic Fight Commentary & Analysis

  • Analysts should react to recent fights, rivalries, and upsets.
  • Commentators should have pre-fight predictions, mid-fight adjustments, and post-fight analysis.

Fighter Careers Should Have Highs & Lows

  • Fighters should have peak years, injuries, and natural declines.
  • If a boxer suffers a bad KO, their durability should be affected long-term.
  • Retirement & Comeback Options – Some boxers should decline early (Fernando Vargas), while others should age gracefully (Bernard Hopkins).

🎯 Final Decision: Who Would Make the Best Boxing Game?

CategoryBest Region
Realistic Gameplay & AI🇯🇵 Japan
Career Mode & Offline Depth🇬🇧 England
Online Play & Marketing🇺🇸 USA
Licensing & Presentation🇺🇸 USA
Motion Capture & Animations🇯🇵 Japan

🏆 Overall Winner: A Combination of Japan (Gameplay), England (Career Mode), and the USA (Budget & Licensing).

  • Japan would handle physics, movement, and AI, making sure the game plays like real boxing.
  • England would handle career mode, depth, and training, making the game immersive.
  • The USA would provide the budget, marketing, and licensing to ensure a large roster and online stability.

Since no one region can create the perfect boxing game alone, a collaboration would be the ultimate solution. If a company combined these strengths, it would be the greatest boxing simulation ever made.

Deep Dive: Which Region Would Make the Best Overall Boxing Video Game? (USA vs. England vs. Japan/Asia)

 


Deep Dive: Which Region Would Make the Best Overall Boxing Video Game? (USA vs. England vs. Japan/Asia)

Creating the best realistic boxing video game requires expertise in sports simulation, animation technology, AI behavior, game physics, content depth, and career mode immersion. Each region—USA, England, and Japan/Asia—has strengths and weaknesses that impact their ability to develop the best possible boxing game.

Key Factors for a Realistic Boxing Video Game

  1. Boxing Knowledge & Passion – Does the region have a deep understanding of boxing's technical aspects?
  2. Realistic Gameplay Mechanics – Can the region deliver true-to-life movement, punches, and ring physics?
  3. AI and Boxer Tendencies – Can the region create an AI system where real boxers fight like themselves?
  4. Career Mode & Single-Player Depth – Will the career mode be immersive, with rankings, gyms, promoters, and deep progression?
  5. Online & Competitive Scene – Does the region understand multiplayer balance and ranked matchmaking?
  6. Budget & Licensing Power – Can the region afford real boxers, historic legends, belts, and top-tier production?
  7. Longevity & Mod Support – Will the game have updates, modding support, and replay value?
  8. Monetization Approach – Will the region focus on pure gameplay or microtransactions & casual appeal?

Now, let’s analyze which region would create the best boxing video game.


1. USA – The Blockbuster Approach (Big Budget, But Casual-Focused)

Pros

🏆 The Best Sports Game Developers Are in the U.S.

  • The USA is home to EA Sports, 2K Sports, and Visual Concepts, studios with decades of experience in sports game development.
  • EA made the Fight Night series, one of the most technically impressive boxing franchises. While flawed, it was the last major physics-based boxing game.
  • 2K revolutionized career modes with NBA 2K and could bring that depth into a boxing game.

🎥 Top-Tier Presentation, Commentary & Broadcast-Style Graphics

  • The USA understands how to make sports games look and feel like real broadcasts.
  • NBA 2K and Madden have some of the best commentary and presentation packages in sports gaming.
  • A U.S.-made boxing game would likely have high production value, dynamic intros, and realistic broadcast overlays.

💰 Biggest Budget & Marketing Power

  • American companies have deep pockets for licensing boxers, arenas, and historic fight moments.
  • They can afford Hollywood-level motion capture, photorealistic graphics, and next-gen physics engines.

🤖 AI & Boxing Tendencies Are Possible With a Good Team

  • If a dedicated team works on it, AI could be deep, with real boxers fighting like themselves.
  • A U.S. company could use machine learning and AI-driven tendencies to replicate real boxing styles.

Cons

🎮 Prioritizes Mass Market Appeal Over Hardcore Realism

  • U.S. studios have a history of making sports games arcadey for casual players.
  • EA’s UFC series started as a sim, but later became a casual slugfest with unrealistic mechanics.
  • EA and 2K could make a great-looking boxing game but ruin the depth by simplifying mechanics.

🤑 Heavy Microtransactions & Pay-to-Win Mechanics

  • Expect loot boxes, Ultimate Team, and aggressive DLC if EA or 2K makes it.
  • They would likely lock key fighters, historic fights, and customization options behind paywalls.

Limited Offline Depth

  • If EA or 2K makes it, expect a shallow career mode focused on cutscenes instead of an open-ended experience.
  • They could neglect offline single-player fans, which is crucial for a boxing game.

2. England – Passion for Boxing, But Lacks AAA Experience

Pros

🥊 Deep Passion for Boxing Culture & Legacy

  • The UK has a long history with boxing and understands the sport’s technical aspects better than U.S. developers.
  • If a British company made a boxing game, it would likely focus on realism, weight classes, and ring tactics.
  • British developers respect the sport’s history, so they would properly implement past legends and classic fights.

🏆 Would Focus on True Simulation Gameplay

  • Unlike the U.S., which leans arcade, UK developers would prioritize sim mechanics.
  • The initial Undisputed (formerly ESBC) had good ideas about footwork, defensive styles, and fighter tendencies before shifting focus.
  • A UK studio would make a game where positioning, angles, and movement actually matter.

🎮 Career Mode & Single-Player Depth Would Be Strong

  • UK developers would likely create a deep career mode with multiple paths, including amateur, Olympic, and pro routes.
  • Expect detailed ranking systems, promoter negotiations, and financial management.

Cons

Lack of AAA-Level Development Experience

  • The UK doesn’t have a strong track record in developing AAA sports simulation games.
  • Undisputed struggled because the developers lacked experience balancing mechanics and AI.

💰 Lower Budget & Licensing Struggles

  • UK developers wouldn’t have the money to license top boxers and secure major promotions.
  • This could lead to roster limitations and generic fighters filling divisions.

🌐 Online Play & AI Behavior Could Be Weak

  • UK developers haven’t mastered server stability for multiplayer games.
  • AI might be underdeveloped, leading to repetitive or unnatural boxing strategies.

3. Japan/Asia – The Technical Innovators (Best Mechanics & Realism)

Pros

🔬 Best Motion Capture & Animation Technology

  • Japan has elite motion capture and animation studios, meaning a Japanese boxing game would have smooth, fluid movement.
  • Developers like Konami, FromSoftware, and Sega excel in realistic physics and AI-driven combat.

🤖 Advanced AI & Boxer Tendencies

  • Japanese studios specialize in hardcore AI behavior (e.g., Gran Turismo, Dark Souls).
  • A Japanese boxing game would have AI that adapts and mimics real-world boxing styles.

🎮 Wouldn’t Dumb Down Mechanics for Casual Players

  • Unlike the U.S., which prioritizes accessibility, Japan embraces deep mechanics.
  • A Japanese game would likely feature stamina-based gameplay, realistic footwork, and intricate punch mechanics.

🔄 Commitment to Long-Term Gameplay Depth

  • Japan tends to make games with long replay value, deep customization, and detailed physics systems.

Cons

🌎 Might Struggle With International Appeal

  • A Japanese-developed boxing game might focus too much on Japanese boxers, limiting its global audience.
  • They might neglect Western boxing legends and major promotions.

🌐 Weak Online Infrastructure

  • Japan’s focus is single-player depth, so multiplayer could be an afterthought.

🎤 Weak Licensing & Commentary

  • Japan might not invest in top-tier commentary and real-world boxing licensing.

Final Verdict: Who Would Make the Best Boxing Game?

1️⃣ If you want the best simulation, mechanics, and realism: JAPAN 🇯🇵
2️⃣ If you want the deepest career mode & single-player experience: ENGLAND 🇬🇧
3️⃣ If you want the biggest production, online play, and marketing: USA 🇺🇸

Best Case Scenario?

  • Japan handles gameplay mechanics.
  • England handles career mode & ranking systems.
  • USA provides budget, motion capture, and licensing.

If one region had to make it? Japan wins for realism, England wins for depth, USA wins for sales—but none of them alone would be perfect.



continue
ChatGPT said:

The Ultimate Boxing Video Game: Combining Strengths From All Three Regions

Since no single country can make a perfect boxing video game alone, the best solution is to combine the strengths of the USA, England, and Japan/Asia. Here’s how each region could contribute to the ultimate realistic boxing video game.


🏆 The Ideal Boxing Game Development Breakdown

🇯🇵 Japan/Asia – Handling Gameplay Mechanics & AI

Japanese developers would be responsible for:

  • Boxer Movement & Footwork Realism – Japan excels at precise movement mechanics (Gran Turismo, Dark Souls dodging system, Fight Night Round 3’s impact punches).
  • Realistic Stamina & Damage System – Stamina and fatigue should be deep, forcing boxers to pace themselves, like in real fights.
  • Adaptive AI & Boxer Tendencies – AI should reflect real-world boxing strategies, making boxers fight like themselves.
  • Punch & Defense Variety – Japan would ensure multiple punch animations, arcs, and trajectories, as well as realistic blocking styles.

Why Japan?
Japanese developers excel at hardcore mechanics, AI realism, and deep physics-based combat systems.


🇬🇧 England – Handling Career Mode, Gyms, and Ranking Systems

British developers would focus on:

  • Deep Career Mode – A long, structured career mode, including amateur, Olympic, and professional paths.
  • Realistic Progression System – No forced narratives—boxers should rise through rankings based on performance.
  • Promoters, Negotiations, and Contracts – Fighters should be able to switch promoters, manage contracts, and choose riskier or safer fights.
  • Training Camps & Realistic Gym Management – Boxing gyms should be a major factor, allowing players to choose trainers with different specialties.

Why England?
British developers respect boxing history and would take career mode seriously, unlike EA, which would make it gimmicky.


🇺🇸 USA – Handling Licensing, Commentary, Online Multiplayer, and Presentation

American developers would contribute:

  • Realistic Broadcast Presentation – Similar to NBA 2K and Madden, complete with pre-fight breakdowns, between-round analysis, and highlights.
  • Dynamic Commentary System – A deep commentary team with live fight analysis, similar to UFC 3’s Joe Rogan breakdowns.
  • Licensing & Boxer Roster – The U.S. has the money to secure top boxing legends, real promotions, and multiple belt organizations (WBC, WBA, IBF, WBO).
  • Online Play & Esports Infrastructure – USA-based companies know how to build matchmaking systems, leaderboards, and online ranked modes.

Why USA?
American companies have the biggest budgets for marketing, licensing, and online infrastructure.


🔗 How These Parts Fit Together

1️⃣ Core Gameplay (Japan)

  • Uses real-world physics, with detailed footwork, punch reactions, and AI-driven fighting tendencies.
  • Features realistic stamina, recovery, and fatigue management.
  • AI boxers fight uniquely—counterpunchers behave differently than brawlers.

2️⃣ Career Mode & Offline Depth (England)

  • Includes ranking systems, promoters, and financial management.
  • Adds realistic training camps, gym partnerships, and sparring mechanics.
  • Fighters start as amateurs and can move up weight classes, unify belts, and decline with age.

3️⃣ Presentation & Online Play (USA)

  • Features TV-style graphics, licensed arenas, and realistic broadcast overlays.
  • Real-life belts & promotions (WBC, IBF, WBO, WBA, The Ring, Lineal, Undisputed).
  • A balanced online competitive mode with dedicated servers.

🚀 Advanced Features That Would Set This Game Apart

If the game took the best from each region, it could introduce next-level innovations for a realistic boxing simulation.

💡 1. Advanced Movement System

Weight Shifting & Momentum:

  • Some boxers have heavier footwork (Canelo), while others glide (Ali, Lomachenko).
  • Shifting weight before throwing a punch affects speed and power.

Proper Inside & Outside Fighting Mechanics:

  • In-fighters like Chavez or Duran should cut off the ring naturally.
  • Outside fighters like Mayweather and Usyk should use lateral movement properly.

Clinch System with Realistic Breaks & Tactics:

  • Clinching should be a strategic option (like Tyson Fury smothering opponents).
  • Referees should intervene based on tendencies (some let fighters work, others break early).

💡 2. Realistic Punch System

Dozens of Unique Punch Variations

  • No single "jab" animation—fighters should throw different jabs based on style (pawing, snapping, pushing jabs).
  • Looping overhands, compact hooks, short vs. long uppercuts, and shovel hooks should exist.

Punch Impact & Deflection System

  • Punches should land differently based on angles, distance, and accuracy.
  • A missed punch should cause balance loss or overcommitment.

Counterpunching Should Be Risk/Reward

  • Counters shouldn’t be automatic—timing and foot positioning should determine success.
  • Perfectly-timed counters should cause major reactions, but spamming should be punished.

💡 3. Best AI & Boxer Tendencies Ever Created

Boxers Should Fight Like Their Real-Life Counterparts

  • Canelo should be a pressure fighter who makes small defensive movements.
  • Mayweather should use the shoulder roll and counter at specific windows.
  • Tyson should weave inside, cut angles, and throw explosive hooks.

Fighters Should Change Styles Based on Damage & Stamina

  • A pressure fighter should become more desperate when losing.
  • A speed-based fighter should slow down as fatigue sets in.

Adaptive AI That Adjusts Mid-Fight

  • If a player keeps spamming jabs, AI should adjust by parrying more or countering over the top.
  • If a boxer is hurt, their trainer should advise clinching or staying on the outside.

💡 4. Broadcast-Style Career Mode

Dynamic Fight Commentary & Analysis

  • Analysts should react to recent fights, rivalries, and upsets.
  • Commentators should have pre-fight predictions, mid-fight adjustments, and post-fight analysis.

Fighter Careers Should Have Highs & Lows

  • Fighters should have peak years, injuries, and natural declines.
  • If a boxer suffers a bad KO, their durability should be affected long-term.
  • Retirement & Comeback Options – Some boxers should decline early (Fernando Vargas), while others should age gracefully (Bernard Hopkins).

🎯 Final Decision: Who Would Make the Best Boxing Game?

CategoryBest Region
Realistic Gameplay & AI🇯🇵 Japan
Career Mode & Offline Depth🇬🇧 England
Online Play & Marketing🇺🇸 USA
Licensing & Presentation🇺🇸 USA
Motion Capture & Animations🇯🇵 Japan

🏆 Overall Winner: A Combination of Japan (Gameplay), England (Career Mode), and the USA (Budget & Licensing).

  • Japan would handle physics, movement, and AI, making sure the game plays like real boxing.
  • England would handle career mode, depth, and training, making the game immersive.
  • The USA would provide the budget, marketing, and licensing to ensure a large roster and online stability.

Since no one region can create the perfect boxing game alone, a collaboration would be the ultimate solution. If a company combined these strengths, it would be the greatest boxing simulation ever made.

The Hard Questions SCI & Ash Habib Must Answer: Is Undisputed Still a True Boxing Sim or Just Empty Promises?



It seems like many fans of Undisputed—especially those who were excited about the early ESBC version—are growing frustrated with the way SCI and Ash Habib are handling communication, changes in direction, and the lack of transparency. If we cut through all the PR talk, deflections, and excuses, the real questions fans want answered are:

1. Why did the gameplay change so drastically from the ESBC version?

  • The ESBC version had momentum, foot planting, and better physics. Many believe Undisputed moved toward an arcadey feel rather than refining what made ESBC great.
  • Why were mechanics like realistic footwork, punches having weight, and natural movement altered?

2. Who is actually making the gameplay decisions?

  • Is it Ash Habib, the dev team, or external influences (investors, casual gaming consultants, esports push, etc.)?
  • Did external parties push SCI to make the game more casual instead of realistic?

3. Why does Ash Habib constantly promise one thing and deliver another?

  • He’s said they’re making the most realistic boxing game, but the gameplay doesn’t align with that statement.
  • Is SCI intentionally misleading fans with selective wording, or is there a disconnect between vision and execution?

4. What happened to foot planting and realistic movement?

  • Boxers now slide around, and loose footwork is universally accessible, which isn't realistic.
  • Why did they remove the grounded, momentum-based movement system that was in early ESBC?

5. Why does every update feel like it takes one step forward and two steps back?

  • Fans have noticed that each update either breaks something else or nerfs realistic aspects.
  • Why does SCI keep overhauling mechanics instead of refining them?

6. Why is Undisputed so restrictive compared to past boxing games?

  • Why can’t players adjust realism settings or create more boxers?
  • Why is offline gameplay so limited when it should allow full control?

7. Are they truly listening to the right feedback?

  • They claim they listen to feedback, but many fans feel like they’re ignoring sim-focused players and hardcore boxing fans.
  • Are they prioritizing feedback from casual players and influencers over actual boxing enthusiasts?

8. Why is clinching, inside fighting, and bodywork still not properly implemented?

  • Inside fighting is still weak, and clinching (a major part of real boxing) is barely present.
  • Why do they avoid discussing true inside-fighting mechanics?

9. Why do punch animations still look robotic and lack fluidity?

  • Many animations look forced, stiff, and lack proper weight transfer.
  • Why haven’t they focused on adding more punch variety, angles, and natural mechanics?

10. Is Ash Habib deflecting or shifting blame?

  • Some fans believe he is now avoiding accountability by making vague statements.
  • Instead of answering direct questions, why does he keep talking about “improving over time” without real specifics?

11. Are they even capable of making the game they originally promised?

  • Does SCI have the resources and expertise to execute a true sim boxing game, or have they been in over their heads?
  • If not, will they admit it instead of leading fans on with false hope?


Has Ash Habib Started Deflecting?

Yes, it seems like he is. When asked about major concerns, his responses often follow a pattern:

  1. Vague Promises“We’re working on improvements.”
  2. Deflection to Future Updates“We have big plans coming soon.”
  3. Reframing Criticism“It’s a process, and we’re listening to feedback.”
  4. Shifting Blame“Game development takes time, and we can’t please everyone.”

This is a classic deflection strategy. Instead of directly answering why certain features were changed or removed, he pushes the focus onto future updates, making fans wait while avoiding real accountability.


The Core of the Issue: Is SCI Still Making a Realistic Boxing Game?

One of the biggest problems fans have is that Undisputed started as a realistic boxing simulation and has since shifted toward a hybrid arcade approach.

  • Early ESBC had better foot planting, realistic weight behind punches, and momentum-based movement.
  • Now, footwork is floaty, boxers slide around, and mechanics feel more “gamey” than realistic.
  • Defensive movement is too universal instead of being tied to styles or skill levels.
  • Punching doesn’t have enough variety in angles, weight transfer, or natural reactions.

Ash Habib keeps saying Undisputed is aiming for realism, yet the gameplay updates contradict this. The disconnect between words and actions is why many fans feel misled.


The Unanswered Questions That Can’t Be Ignored

1. Why Did SCI Water Down the Simulation Elements?

  • Did they realize that true realism is too hard to develop?
  • Did investors push for a more casual game?
  • Did they scrap the original plan but don’t want to admit it?

2. Why Are They So Afraid of Transparency?

  • If they still believe in the original vision, why not show a roadmap?
  • Why not directly address concerns instead of generic PR answers?

3. Did SCI Ever Have a Real Plan for Career Mode & Offline Depth?

  • Career mode details have been vague.
  • Offline modes are extremely limited (no sliders, no deep customization).
  • Are they intentionally stalling career mode to avoid backlash if it’s shallow?

4. Why Are Animations & Physics Still Unpolished After So Many Updates?

  • Why do punches still look robotic?
  • Why does inside fighting still lack depth?
  • Why do some punch reactions look awkward and unnatural?

5. Will SCI Ever Let Fans Customize Their Experience?

  • Why can’t players tweak realism settings?
  • Why aren’t there more creation slots for boxers?
  • Why is offline play restricted instead of fully open?

Is SCI Actually Listening, or Just Pretending?

  • They say they listen to feedback, but the gameplay keeps moving in the wrong direction.
  • The most passionate boxing sim fans feel ignored.
  • Instead of refining a good base, they keep overhauling mechanics in ways that don’t improve realism.

If they were truly listening, they’d bring back the ESBC movement, foot planting, and more realistic punch variety. Instead, they seem focused on an esports-friendly, casual hybrid—which directly contradicts their original promise.


What’s Next?

  • Ash Habib and SCI need to stop dodging and start answering real questions.
  • They need to be honest about their direction—is Undisputed still a sim, or is it shifting toward a different audience?
  • If they are serious about realism, they need to fix movement, foot planting, and punch variety immediately.
  • Fans need to keep pressuring them to give real answers instead of accepting vague promises.

Right now, SCI seems afraid to admit that Undisputed isn’t what they originally pitched. The longer they deflect, the more fans will lose trust—and once that happens, it’s almost impossible to recover.

So the real question is: Will Ash Habib finally be honest, or will he keep running in circles?

The Hard Questions SCI & Ash Habib Must Answer: Is Undisputed Still a True Boxing Sim or Just Empty Promises?



It seems like many fans of Undisputed—especially those who were excited about the early ESBC version—are growing frustrated with the way SCI and Ash Habib are handling communication, changes in direction, and the lack of transparency. If we cut through all the PR talk, deflections, and excuses, the real questions fans want answered are:

1. Why did the gameplay change so drastically from the ESBC version?

  • The ESBC version had momentum, foot planting, and better physics. Many believe Undisputed moved toward an arcadey feel rather than refining what made ESBC great.
  • Why were mechanics like realistic footwork, punches having weight, and natural movement altered?

2. Who is actually making the gameplay decisions?

  • Is it Ash Habib, the dev team, or external influences (investors, casual gaming consultants, esports push, etc.)?
  • Did external parties push SCI to make the game more casual instead of realistic?

3. Why does Ash Habib constantly promise one thing and deliver another?

  • He’s said they’re making the most realistic boxing game, but the gameplay doesn’t align with that statement.
  • Is SCI intentionally misleading fans with selective wording, or is there a disconnect between vision and execution?

4. What happened to foot planting and realistic movement?

  • Boxers now slide around, and loose footwork is universally accessible, which isn't realistic.
  • Why did they remove the grounded, momentum-based movement system that was in early ESBC?

5. Why does every update feel like it takes one step forward and two steps back?

  • Fans have noticed that each update either breaks something else or nerfs realistic aspects.
  • Why does SCI keep overhauling mechanics instead of refining them?

6. Why is Undisputed so restrictive compared to past boxing games?

  • Why can’t players adjust realism settings or create more boxers?
  • Why is offline gameplay so limited when it should allow full control?

7. Are they truly listening to the right feedback?

  • They claim they listen to feedback, but many fans feel like they’re ignoring sim-focused players and hardcore boxing fans.
  • Are they prioritizing feedback from casual players and influencers over actual boxing enthusiasts?

8. Why is clinching, inside fighting, and bodywork still not properly implemented?

  • Inside fighting is still weak, and clinching (a major part of real boxing) is barely present.
  • Why do they avoid discussing true inside-fighting mechanics?

9. Why do punch animations still look robotic and lack fluidity?

  • Many animations look forced, stiff, and lack proper weight transfer.
  • Why haven’t they focused on adding more punch variety, angles, and natural mechanics?

10. Is Ash Habib deflecting or shifting blame?

  • Some fans believe he is now avoiding accountability by making vague statements.
  • Instead of answering direct questions, why does he keep talking about “improving over time” without real specifics?

11. Are they even capable of making the game they originally promised?

  • Does SCI have the resources and expertise to execute a true sim boxing game, or have they been in over their heads?
  • If not, will they admit it instead of leading fans on with false hope?


Has Ash Habib Started Deflecting?

Yes, it seems like he is. When asked about major concerns, his responses often follow a pattern:

  1. Vague Promises“We’re working on improvements.”
  2. Deflection to Future Updates“We have big plans coming soon.”
  3. Reframing Criticism“It’s a process, and we’re listening to feedback.”
  4. Shifting Blame“Game development takes time, and we can’t please everyone.”

This is a classic deflection strategy. Instead of directly answering why certain features were changed or removed, he pushes the focus onto future updates, making fans wait while avoiding real accountability.


The Core of the Issue: Is SCI Still Making a Realistic Boxing Game?

One of the biggest problems fans have is that Undisputed started as a realistic boxing simulation and has since shifted toward a hybrid arcade approach.

  • Early ESBC had better foot planting, realistic weight behind punches, and momentum-based movement.
  • Now, footwork is floaty, boxers slide around, and mechanics feel more “gamey” than realistic.
  • Defensive movement is too universal instead of being tied to styles or skill levels.
  • Punching doesn’t have enough variety in angles, weight transfer, or natural reactions.

Ash Habib keeps saying Undisputed is aiming for realism, yet the gameplay updates contradict this. The disconnect between words and actions is why many fans feel misled.


The Unanswered Questions That Can’t Be Ignored

1. Why Did SCI Water Down the Simulation Elements?

  • Did they realize that true realism is too hard to develop?
  • Did investors push for a more casual game?
  • Did they scrap the original plan but don’t want to admit it?

2. Why Are They So Afraid of Transparency?

  • If they still believe in the original vision, why not show a roadmap?
  • Why not directly address concerns instead of generic PR answers?

3. Did SCI Ever Have a Real Plan for Career Mode & Offline Depth?

  • Career mode details have been vague.
  • Offline modes are extremely limited (no sliders, no deep customization).
  • Are they intentionally stalling career mode to avoid backlash if it’s shallow?

4. Why Are Animations & Physics Still Unpolished After So Many Updates?

  • Why do punches still look robotic?
  • Why does inside fighting still lack depth?
  • Why do some punch reactions look awkward and unnatural?

5. Will SCI Ever Let Fans Customize Their Experience?

  • Why can’t players tweak realism settings?
  • Why aren’t there more creation slots for boxers?
  • Why is offline play restricted instead of fully open?

Is SCI Actually Listening, or Just Pretending?

  • They say they listen to feedback, but the gameplay keeps moving in the wrong direction.
  • The most passionate boxing sim fans feel ignored.
  • Instead of refining a good base, they keep overhauling mechanics in ways that don’t improve realism.

If they were truly listening, they’d bring back the ESBC movement, foot planting, and more realistic punch variety. Instead, they seem focused on an esports-friendly, casual hybrid—which directly contradicts their original promise.


What’s Next?

  • Ash Habib and SCI need to stop dodging and start answering real questions.
  • They need to be honest about their direction—is Undisputed still a sim, or is it shifting toward a different audience?
  • If they are serious about realism, they need to fix movement, foot planting, and punch variety immediately.
  • Fans need to keep pressuring them to give real answers instead of accepting vague promises.

Right now, SCI seems afraid to admit that Undisputed isn’t what they originally pitched. The longer they deflect, the more fans will lose trust—and once that happens, it’s almost impossible to recover.

So the real question is: Will Ash Habib finally be honest, or will he keep running in circles?

Friday, February 7, 2025

The Importance of Boxers and Historians Being Directly Involved in Boxing Video Game Development

 



The Importance of Boxers and Historians Being Directly Involved in Boxing Video Game Development

Incorporating boxers and historians directly into the development process of a realistic boxing video game is essential for ensuring authenticity, accuracy, and proper representation of the sport. Waiting until after development for feedback leads to unnecessary revisions, unrealistic mechanics, and a lack of true-to-life boxing elements. Below are key reasons why boxers and historians should work side by side with developers throughout the creation of a boxing simulation game.


1. Authentic Mechanics and Realism from the Start

Why It Matters:

Boxing mechanics should be built from the ground up based on real-world techniques, strategies, and nuances. If boxers are consulted only after the game is developed, fundamental mistakes in movement, reaction time, stamina management, and tactical engagement may already be embedded into the gameplay.

How Boxers Help:

  • Boxers can demonstrate real movements that should be captured and implemented, ensuring that punches, footwork, and defense mechanics mirror reality.
  • They can advise on stamina management, realistic punch reactions, and what happens when a boxer is hurt, tired, or in survival mode.
  • The feel of boxing gameplay will be more natural if it's based on firsthand knowledge rather than developers' interpretations.

2. Historians Ensure Accurate Representation of Boxing Across Eras

Why It Matters:

A boxing historian ensures that different fighting styles from various time periods are accurately portrayed. A game should reflect how boxing has evolved over time rather than presenting a modernized, inaccurate interpretation of past generations.

How Historians Help:

  • Provide knowledge on how boxers fought in different eras, ensuring their styles, stances, and tendencies are accurately recreated.
  • Offer insight into rule changes over different decades and how they affected boxing strategies.
  • Help developers categorize fighters accurately based on their respective eras, rather than applying modern trends to all fighters.

3. Avoiding the Pitfalls of "Fixing" a Game After Development

Why It Matters:

Many games rely on patches and updates to fix realism issues, but boxing mechanics require an intricate foundation that cannot be easily changed post-launch. If boxers and historians work with developers before and during development, the need for major corrections later on diminishes.

Example of What Goes Wrong Without Boxer Input:

  • The Undisputed game struggled with footwork, punch mechanics, and defensive options because boxers were not deeply involved from the beginning.
  • If realistic movement isn’t captured initially, post-launch fixes are often just superficial tweaks that don’t address core issues.

4. The Importance of AI Motion Learning & Choreographed Movements

Why It Matters:

Motion capture, while useful, has limitations—especially when older boxers try to replicate their younger selves. Their speed, reflexes, movement precision, and overall athleticism have changed, leading to inaccurate animations.

The Best Solutions:

  • Choreographed Movements: Instead of relying on retired fighters acting out their old movements, expert trainers or younger fighters with similar styles should replicate the correct form under guided supervision.
  • AI Motion Learning: Instead of traditional motion capture, AI-based motion learning could be used to analyze footage of a boxer’s prime years and replicate their movement tendencies digitally. This eliminates the risk of outdated motion capture movements looking unnatural.

Example of AI Motion Learning in Action:

  • AI could study hundreds of hours of fight footage to determine:
    • The specific angles and arcs a fighter throws their punches.
    • How they react under pressure and when counterpunching.
    • Their stance adjustments based on their opponent’s approach.
    • Their footwork habits, including pivots, lateral movement, and weight shifting.

5. The Pitfall of Relying on Developers to Interpret Boxing

Why It Matters:

Most game developers, no matter how passionate about boxing, lack firsthand experience. If boxers and historians are not deeply integrated into the development team:

  • Movements become robotic or exaggerated rather than fluid.
  • Boxing strategies are implemented in a surface-level way, missing key tactical nuances.
  • Fighters may be misrepresented, fighting in ways that contradict their actual styles.

Real Example:

  • Many past boxing games featured heavyweights moving like middleweights, or certain fighters being too slow or too fast compared to their real-life versions.

The Solution:

Boxers and historians should be present in every major stage of development, helping design:

  • Punch animations, defensive mechanics, and footwork systems.
  • AI behavior for CPU fighters, ensuring boxers use the same tactics they would in real life.
  • Training modes and progression systems that accurately reflect how fighters develop skills.

Conclusion: A Boxing Game Should Be Built with Boxing Experts, Not Adjusted After

To create a truly authentic, immersive, and strategic boxing video game, boxers and historians must be involved from day one—not as consultants after the game is nearly complete.

Additionally, AI Motion Learning and choreographed movements should replace traditional motion capture for older fighters, ensuring that prime-era movements are accurately recreated instead of relying on aging boxers to replicate their past performances.

A great boxing game isn’t just about putting real names in a game—it’s about building mechanics that feel real. The only way to do that is with boxers, historians, and developers working together from the very beginning.

The Importance of Boxers and Historians Being Directly Involved in Boxing Video Game Development

 



The Importance of Boxers and Historians Being Directly Involved in Boxing Video Game Development

Incorporating boxers and historians directly into the development process of a realistic boxing video game is essential for ensuring authenticity, accuracy, and proper representation of the sport. Waiting until after development for feedback leads to unnecessary revisions, unrealistic mechanics, and a lack of true-to-life boxing elements. Below are key reasons why boxers and historians should work side by side with developers throughout the creation of a boxing simulation game.


1. Authentic Mechanics and Realism from the Start

Why It Matters:

Boxing mechanics should be built from the ground up based on real-world techniques, strategies, and nuances. If boxers are consulted only after the game is developed, fundamental mistakes in movement, reaction time, stamina management, and tactical engagement may already be embedded into the gameplay.

How Boxers Help:

  • Boxers can demonstrate real movements that should be captured and implemented, ensuring that punches, footwork, and defense mechanics mirror reality.
  • They can advise on stamina management, realistic punch reactions, and what happens when a boxer is hurt, tired, or in survival mode.
  • The feel of boxing gameplay will be more natural if it's based on firsthand knowledge rather than developers' interpretations.

2. Historians Ensure Accurate Representation of Boxing Across Eras

Why It Matters:

A boxing historian ensures that different fighting styles from various time periods are accurately portrayed. A game should reflect how boxing has evolved over time rather than presenting a modernized, inaccurate interpretation of past generations.

How Historians Help:

  • Provide knowledge on how boxers fought in different eras, ensuring their styles, stances, and tendencies are accurately recreated.
  • Offer insight into rule changes over different decades and how they affected boxing strategies.
  • Help developers categorize fighters accurately based on their respective eras, rather than applying modern trends to all fighters.

3. Avoiding the Pitfalls of "Fixing" a Game After Development

Why It Matters:

Many games rely on patches and updates to fix realism issues, but boxing mechanics require an intricate foundation that cannot be easily changed post-launch. If boxers and historians work with developers before and during development, the need for major corrections later on diminishes.

Example of What Goes Wrong Without Boxer Input:

  • The Undisputed game struggled with footwork, punch mechanics, and defensive options because boxers were not deeply involved from the beginning.
  • If realistic movement isn’t captured initially, post-launch fixes are often just superficial tweaks that don’t address core issues.

4. The Importance of AI Motion Learning & Choreographed Movements

Why It Matters:

Motion capture, while useful, has limitations—especially when older boxers try to replicate their younger selves. Their speed, reflexes, movement precision, and overall athleticism have changed, leading to inaccurate animations.

The Best Solutions:

  • Choreographed Movements: Instead of relying on retired fighters acting out their old movements, expert trainers or younger fighters with similar styles should replicate the correct form under guided supervision.
  • AI Motion Learning: Instead of traditional motion capture, AI-based motion learning could be used to analyze footage of a boxer’s prime years and replicate their movement tendencies digitally. This eliminates the risk of outdated motion capture movements looking unnatural.

Example of AI Motion Learning in Action:

  • AI could study hundreds of hours of fight footage to determine:
    • The specific angles and arcs a fighter throws their punches.
    • How they react under pressure and when counterpunching.
    • Their stance adjustments based on their opponent’s approach.
    • Their footwork habits, including pivots, lateral movement, and weight shifting.

5. The Pitfall of Relying on Developers to Interpret Boxing

Why It Matters:

Most game developers, no matter how passionate about boxing, lack firsthand experience. If boxers and historians are not deeply integrated into the development team:

  • Movements become robotic or exaggerated rather than fluid.
  • Boxing strategies are implemented in a surface-level way, missing key tactical nuances.
  • Fighters may be misrepresented, fighting in ways that contradict their actual styles.

Real Example:

  • Many past boxing games featured heavyweights moving like middleweights, or certain fighters being too slow or too fast compared to their real-life versions.

The Solution:

Boxers and historians should be present in every major stage of development, helping design:

  • Punch animations, defensive mechanics, and footwork systems.
  • AI behavior for CPU fighters, ensuring boxers use the same tactics they would in real life.
  • Training modes and progression systems that accurately reflect how fighters develop skills.

Conclusion: A Boxing Game Should Be Built with Boxing Experts, Not Adjusted After

To create a truly authentic, immersive, and strategic boxing video game, boxers and historians must be involved from day one—not as consultants after the game is nearly complete.

Additionally, AI Motion Learning and choreographed movements should replace traditional motion capture for older fighters, ensuring that prime-era movements are accurately recreated instead of relying on aging boxers to replicate their past performances.

A great boxing game isn’t just about putting real names in a game—it’s about building mechanics that feel real. The only way to do that is with boxers, historians, and developers working together from the very beginning.

Thursday, February 6, 2025

Why Is EA So Quiet About Another Fight Night Game? Why Is 2K Scared and Silent?

 


Why Is EA So Quiet About Another Fight Night Game? Why Is 2K Scared and Silent?

Boxing fans have been starving for a quality video game representation of their sport for over a decade, and yet the industry’s biggest names—EA and 2K—remain eerily silent. With Undisputed selling over a million copies in a week, one would think that EA or 2K would have immediately made a statement or teased something. Yet, nothing. Why? What’s keeping these giants from stepping into the ring?

EA’s Hesitation: The Fight Night Paradox

For years, EA has teased the idea of bringing Fight Night back, only to remain noncommittal. They claim that UFC is their priority, but that excuse no longer holds weight when an indie developer like Steel City Interactive (SCI) can sell over a million copies of Undisputed—a game still in early access. If a smaller company with fewer resources can generate that level of success, EA has no real excuse for avoiding a return to boxing.

The reality? EA doesn’t want to make a boxing game unless it can control the market completely. Fight Night was great for its time, but its mechanics are outdated compared to what a modern boxing sim could be. SCI has shown that a dedicated team can create a strong foundation for a realistic boxing game, and EA may now realize they can’t just slap together a game and expect it to dominate the market. Fans want something deeper, more authentic, and more flexible than the old Fight Night formula. EA’s hesitation may stem from the fact that they’re not prepared to give boxing fans the realism they demand.

Why Is 2K So Quiet?

2K is an even bigger mystery. They have a reputation for making deep, simulation-based sports games, yet they’ve shown no real interest in boxing until recently. The fact that they just published a small boxing game, Thunder Ray, suggests that they’re testing the waters. But let’s be real—Thunder Ray is not the boxing game fans have been waiting for. It’s an arcade-style game, far from the sim experience that boxing enthusiasts want.

So, what’s stopping 2K from making a full-fledged boxing sim? Fear.

2K knows that if they enter the boxing space, expectations will be sky-high. With their reputation for in-depth sports modes (seen in NBA 2K and WWE 2K), fans would expect an elite career mode, full customization, and an immersive experience. That level of detail takes time and investment, and 2K might not be ready to commit to that level of development for boxing—especially since SCI has already established itself as the leader in the modern boxing game market.

There’s also another factor: competition. If 2K enters boxing, they’d go head-to-head with EA, which is already hesitant to jump back in. If both companies release games around the same time, one of them risks failure, and 2K might not want to take that gamble unless they’re sure they can win.

SCI Changed the Landscape—And The Big Companies Weren’t Ready

SCI selling a million copies in a week should have been the wake-up call for EA and 2K, but their silence speaks volumes. It’s clear that neither company had a plan in place for a boxing game, and now they’re scrambling behind the scenes to figure out their next move. The problem? Boxing fans are no longer willing to wait for a half-baked, rushed project.

Undisputed proved that boxing fans are ready to support a quality game. If EA or 2K wants to compete, they can’t just throw out a game with a few real boxers and expect it to sell. They need deep gameplay mechanics, customization, weight class realism, and a career mode that captures the highs and lows of the sport. Anything less, and SCI will continue to dominate the market.

Will EA or 2K Finally Speak Up?

At this point, EA and 2K have two choices:

  1. Enter the fight and give boxing fans the sim game they deserve.
  2. Stay on the sidelines and watch SCI cement itself as the king of boxing games.

With the success of Undisputed, there’s no more excuse for EA or 2K to stay silent. If they’re serious about boxing, now is the time to step up. Otherwise, they’ll be left behind while smaller, hungrier companies take over.

Why Is EA So Quiet About Another Fight Night Game? Why Is 2K Scared and Silent?

 


Why Is EA So Quiet About Another Fight Night Game? Why Is 2K Scared and Silent?

Boxing fans have been starving for a quality video game representation of their sport for over a decade, and yet the industry’s biggest names—EA and 2K—remain eerily silent. With Undisputed selling over a million copies in a week, one would think that EA or 2K would have immediately made a statement or teased something. Yet, nothing. Why? What’s keeping these giants from stepping into the ring?

EA’s Hesitation: The Fight Night Paradox

For years, EA has teased the idea of bringing Fight Night back, only to remain noncommittal. They claim that UFC is their priority, but that excuse no longer holds weight when an indie developer like Steel City Interactive (SCI) can sell over a million copies of Undisputed—a game still in early access. If a smaller company with fewer resources can generate that level of success, EA has no real excuse for avoiding a return to boxing.

The reality? EA doesn’t want to make a boxing game unless it can control the market completely. Fight Night was great for its time, but its mechanics are outdated compared to what a modern boxing sim could be. SCI has shown that a dedicated team can create a strong foundation for a realistic boxing game, and EA may now realize they can’t just slap together a game and expect it to dominate the market. Fans want something deeper, more authentic, and more flexible than the old Fight Night formula. EA’s hesitation may stem from the fact that they’re not prepared to give boxing fans the realism they demand.

Why Is 2K So Quiet?

2K is an even bigger mystery. They have a reputation for making deep, simulation-based sports games, yet they’ve shown no real interest in boxing until recently. The fact that they just published a small boxing game, Thunder Ray, suggests that they’re testing the waters. But let’s be real—Thunder Ray is not the boxing game fans have been waiting for. It’s an arcade-style game, far from the sim experience that boxing enthusiasts want.

So, what’s stopping 2K from making a full-fledged boxing sim? Fear.

2K knows that if they enter the boxing space, expectations will be sky-high. With their reputation for in-depth sports modes (seen in NBA 2K and WWE 2K), fans would expect an elite career mode, full customization, and an immersive experience. That level of detail takes time and investment, and 2K might not be ready to commit to that level of development for boxing—especially since SCI has already established itself as the leader in the modern boxing game market.

There’s also another factor: competition. If 2K enters boxing, they’d go head-to-head with EA, which is already hesitant to jump back in. If both companies release games around the same time, one of them risks failure, and 2K might not want to take that gamble unless they’re sure they can win.

SCI Changed the Landscape—And The Big Companies Weren’t Ready

SCI selling a million copies in a week should have been the wake-up call for EA and 2K, but their silence speaks volumes. It’s clear that neither company had a plan in place for a boxing game, and now they’re scrambling behind the scenes to figure out their next move. The problem? Boxing fans are no longer willing to wait for a half-baked, rushed project.

Undisputed proved that boxing fans are ready to support a quality game. If EA or 2K wants to compete, they can’t just throw out a game with a few real boxers and expect it to sell. They need deep gameplay mechanics, customization, weight class realism, and a career mode that captures the highs and lows of the sport. Anything less, and SCI will continue to dominate the market.

Will EA or 2K Finally Speak Up?

At this point, EA and 2K have two choices:

  1. Enter the fight and give boxing fans the sim game they deserve.
  2. Stay on the sidelines and watch SCI cement itself as the king of boxing games.

With the success of Undisputed, there’s no more excuse for EA or 2K to stay silent. If they’re serious about boxing, now is the time to step up. Otherwise, they’ll be left behind while smaller, hungrier companies take over.

A Champion’s Voice for a Realistic Boxing Video Game



Dear Champ,

I hope this letter finds you in great health and high spirits. First and foremost, I want to give you your flowers and acknowledge everything you've done for the sport of boxing—both inside and outside the ring. Your energy, work ethic, and love for the sport are undeniable, and as a dedicated fan of boxing, I truly respect you.

I have been a gamer for four decades and have also had the honor of competing as a decorated amateur boxer. My passion for boxing extends beyond just watching or competing; I am deeply invested in seeing the sport represented properly in the gaming world. A truly realistic and authentic boxing video game has been missing for far too long.

Over the years, I’ve had the opportunity to help EA Sports indirectly with a few Fight Night games and was also involved with an indie company attempting to develop a boxing game. However, I left that project because my vision for a truly realistic boxing simulation did not align with theirs. I firmly believe that boxing deserves a game that represents the sweet science in all its depth—its strategy, styles, and unique intricacies—rather than being watered down for mass appeal.

The reason I’m reaching out to you, Champ, is because you have the platform, credibility, and respect in the boxing world to be a powerful advocate for the game that so many of us want. You understand the sport on a level that few do, and your voice carries weight. We need someone who can be a bridge between the gaming industry and the boxing community—someone who can ensure that the sport is done justice in digital form.

Unfortunately, there are certain individuals who would rather see voices like mine silenced because I challenge the status quo and push for authenticity over compromise. But I refuse to let that stop me. Boxing deserves a game that does it justice, and I truly believe that with the right backing, we can make that happen.

I appreciate your time in reading this, and I hope we can connect further. Whether through a conversation, collaboration, or simply having a boxing advocate like yourself amplifying this vision, your support would mean everything to the fans who have been waiting far too long for the game our sport deserves.

Looking forward to hearing your thoughts.

Respectfully,
Poe

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