Sunday, February 23, 2025

Common Excuses Game Companies Give to the Ignorant

 Here’s a detailed breakdown addressing all the common excuses given for why a realistic boxing video game isn’t being developed, along with counterarguments:


Excuse #1: "Boxing isn’t popular enough to sell well."

Counterargument:

  • A game doesn’t need a sport’s popularity to succeed; it needs great gameplay and depth. Many niche sports games have thrived due to quality execution (UFC, Fight Night, MLB The Show).
  • Many gamers support sports games based on depth and gameplay before worrying about real-life popularity.
  • A well-made boxing game can drive sales and even grow boxing’s popularity.
  • Boxing is a global sport with passionate fans who have supported past games (Fight Night, Knockout Kings).
  • Many successful games (Elden Ring, Dark Souls, Cyberpunk 2077) weren’t mainstream topics before their release but became huge due to execution.

Excuse #2: "Boxing lacks enough star power to attract buyers."

Counterargument:

  • Games like UFC, WWE 2K, and PES (before licensing deals) thrived without full rosters of superstars.
  • Having real boxers is a plus, but a strong gameplay foundation matters more. UFC games often sell on mechanics and deep modes, not just fighter names.
  • A realistic boxing game can succeed by offering customization—letting players create and fill weight divisions with custom boxers, much like Fire Pro Wrestling does.
  • Many sports gamers enjoy playing as fictional or unknown fighters if the game is engaging and realistic.

Excuse #3: "Licensing issues make it too difficult."

Counterargument:

  • A full roster of licensed boxers isn't necessary—games like UFC built rosters gradually.
  • A game could focus on fictional boxers while allowing players to create real ones, similar to WWE 2K's creation suite.
  • Fight Night Champion had a limited roster, but mods and creation tools helped players fill the gaps.
  • Developers could work with managers and promotions rather than just individual boxers.

Excuse #4: "Boxing games are hard to make due to complex mechanics."

Counterargument:

  • Complex mechanics are manageable with today’s technology—modern motion capture, AI advancements, and physics engines make realistic boxing more achievable than ever.
  • UFC games have successfully implemented various grappling, striking, and movement mechanics, which are arguably more complex than boxing.
  • The lack of effort in trying is the real issue—other sports have evolved while boxing games have stagnated.
  • Motion capture isn’t the only way—AI-driven tendencies can be developed by analyzing footage of real fights.

Excuse #5: "Casual players won’t enjoy a realistic boxing game."

Counterargument:

  • A game can cater to both casuals and hardcore fans by offering multiple control schemes, difficulty levels, and assist options.
  • Many casual players enjoy realism when presented well—NBA 2K, FIFA, and Madden are successful despite being sim-heavy.
  • Fight Night and UFC games both managed to attract casuals while still keeping depth for serious players.
  • Features like training mini-games, free-mode, and auto-control options can help casuals ease into realistic mechanics.

Excuse #6: "Boxing doesn’t have the same yearly cycle as other sports."

Counterargument:

  • A great boxing game doesn’t need annual releases—one well-made game with updates and DLC can sustain itself for years (UFC games have lasted 3-4 years between releases).
  • Boxing is a sport where historic fighters matter just as much as current ones—past legends can drive longevity.
  • Online support, roster updates, and customization tools can extend a game’s lifespan significantly.
  • WWE and UFC games have proven that longevity is achievable with strong career and customization modes.

Excuse #7: "A boxing game won’t be profitable."

Counterargument:

  • Fight Night Champion sold over 1.3 million copies, despite being on the tail end of the boxing game era.
  • The demand for a realistic boxing game is higher than ever, with fans still playing decade-old games and modding them.
  • Games with strong customization (WWE 2K, Fire Pro Wrestling) have thriving communities, proving longevity is possible even without a massive mainstream audience.
  • The success of Undisputed's early access sales proves there is a hungry audience for a well-made boxing sim.

Excuse #8: "It’s hard to balance arcade vs. simulation gameplay."

Counterargument:

  • A game should commit to realism and allow customization options so players can tweak settings to their liking.
  • NBA 2K, Madden, and FIFA offer sliders and gameplay tuning—boxing can do the same.
  • Fight Night had sim elements but was often too arcadey—many fans prefer a true sim experience.
  • Companies must stop nerfing realism and embrace what makes boxing unique: strategy, pacing, and skill.

Excuse #9: "Boxing is too slow compared to other fighting games."

Counterargument:

  • Boxing isn’t meant to be fast like Street Fighter or Mortal Kombat—it’s a strategic sport with unique pacing.
  • UFC games have slower, methodical gameplay and still attract millions of players.
  • Not every game needs to be action-packed—some players prefer depth and realism over button-mashing.

Excuse #10: "There’s no demand for a boxing game."

Counterargument:

  • Massive demand exists—communities continue playing old boxing games, and every UFC game release sparks discussion about a new boxing game.
  • The success of Undisputed's early access and the outcry for Fight Night's return prove fans want a boxing sim.
  • Even outside gaming, the rise of influencer boxing (Jake Paul, KSI, etc.) has reignited boxing’s mainstream appeal.
  • EA UFC forums, YouTube videos, and social media constantly have discussions about a new boxing game.

Excuse #11: "Modern gaming trends don’t favor boxing."

Counterargument:

  • Modern gaming favors customization, online content, esports, and realism—all of which fit a boxing game.
  • Ultimate Team modes could exist in a boxing game, focusing on building a stable of fighters.
  • Career mode depth, training camps, and gym management could give boxing a long-term appeal similar to MyCareer in NBA 2K.
  • Online leagues and ranked matches could drive engagement like FIFA or Madden.

Final Thoughts

Every excuse given for why a realistic boxing game isn’t being developed can be debunked. The real issue is lack of effort and investment from developers, not the sport’s popularity or feasibility. Boxing fans have waited too long, and with today’s technology, there’s no reason why a deep, customizable, and realistic boxing sim can’t exist.


 The technology already exists to create a realistic boxing video game—it's just a matter of effort and commitment from developers. Let’s break it down:


1. Realistic Physics and Collision Detection

Technology Exists:

  • Games like UFC 5, NBA 2K, and Madden already use real-time physics for strikes, movement, and body interactions.
  • Fight Night Champion had some physics-based knockdowns, but today’s engines (like Unreal Engine 5) allow for real-time punch reactions, balance shifts, and dynamic impacts.
  • Undisputed is attempting realistic footwork but hasn’t fully capitalized on modern physics tech.

🔹 How It Would Work in a Boxing Game:

  • Punches should connect based on real collision detection, not canned animations.
  • Fighters should stumble or fall if they swing too wide or get hit off balance.
  • Rope physics can allow knockdowns where fighters get tangled, fall through, or bounce off.

2. Advanced AI for Realistic Boxer Behavior

Technology Exists:

  • AI in FIFA, NBA 2K, and UFC already mimics real-life tendencies of players/fighters.
  • Neural networks and machine learning allow AI to adjust in real-time based on the player’s tendencies.
  • Motion capture isn’t necessary—AI can learn from video footage of real boxers to replicate styles, stances, and habits.

🔹 How It Would Work in a Boxing Game:

  • Each boxer should have unique movement, punch selection, and reactions based on their real tendencies.
  • AI should adjust to player behavior—if you’re aggressive, AI should counteract that with movement or clinching.
  • Fighters should have realistic flaws—some struggle under pressure, some excel in later rounds.

3. Realistic Footwork and Stamina Systems

Technology Exists:

  • UFC 5 and FIFA use momentum-based footwork—boxing can have realistic weight shifting, pivots, and angles.
  • NBA 2K’s stamina system forces players to pace themselves—a boxing game should apply this to punch output, movement, and blocking.

🔹 How It Would Work in a Boxing Game:

  • Overexertion should cause fighters to lose power, foot speed, and defensive ability.
  • Fatigue should be visibly noticeable—hands dropping, heavy breathing, and slower reactions.
  • Stamina should regenerate based on a fighter’s conditioning, pace, and damage taken.

4. Realistic Punch Variety and Impact

Technology Exists:

  • Games like Undisputed and UFC 5 already allow for different strike animations and angles.
  • Fight Night was too canned, but with procedural animation blending, punches can have natural variations.
  • Power, speed, and accuracy should vary depending on the fighter’s positioning, balance, and fatigue.

🔹 How It Would Work in a Boxing Game:

  • Punches should have different trajectories, speeds, and arcs—no two punches should look the same.
  • A mistimed punch should leave a fighter off balance or exposed to counters.
  • Fighters with poor technique should have slower, sloppier punches compared to skilled boxers.

5. Dynamic Clinching and Infighting

Technology Exists:

  • UFC 5 has realistic grappling mechanics, meaning clinch control in boxing can be implemented.
  • WWE 2K games allow different grappling interactions based on positioning—this can apply to clinch work and inside fighting.

🔹 How It Would Work in a Boxing Game:

  • Clinching should be strategic, allowing fighters to slow down the pace or recover stamina.
  • Some fighters should be better in the clinch, able to rough up opponents or land short punches.
  • Referees should break clinches naturally, depending on how tightly a boxer is holding.

6. Advanced Customization & Creation Suite

Technology Exists:

  • WWE 2K has one of the most detailed creation modes, allowing players to customize everything from faces to fighting styles.
  • NBA 2K has a Create-A-Player system with real facial scanning, which can be applied to boxing.
  • Fire Pro Wrestling allows players to program tendencies for CPU fighters—this should be in a boxing game.

🔹 How It Would Work in a Boxing Game:

  • Players should be able to create fighters, trainers, referees, and even promoters.
  • Boxer tendencies should be adjustable—aggressiveness, counter-punching, stamina management, and footwork.
  • CPU-created boxers should evolve over time, learning and adapting to playstyles.

7. Presentation, Commentary & Broadcast Mode

Technology Exists:

  • NBA 2K and Madden have dynamically updated commentary based on real-world events—boxing can do the same.
  • AI-powered voice synthesis can generate new fight commentary without needing constant recording sessions.
  • NFL 2K5 had a SportsCenter-style highlight show—this can be adapted for pre-fight hype, weigh-ins, and post-fight breakdowns.

🔹 How It Would Work in a Boxing Game:

  • Realistic PPV-style intros, tale-of-the-tape, and fighter entrances.
  • Dynamic commentary that reacts to your fighter’s record, performance, and history.
  • A broadcast mode with highlights from other fights in the division.

8. Multiple Game Modes for Longevity

Technology Exists:

  • Career modes in NBA 2K, Madden, and UFC already have long-term progression, gym training, and rivalries.
  • Promoter mode could work like Football Manager, allowing players to build a boxing stable.
  • Tournaments and online rankings could be done similarly to FIFA Ultimate Team.

🔹 How It Would Work in a Boxing Game:

  • A deep career mode with amateur, Olympic, and pro circuits.
  • Manager/Promoter mode where you guide a boxer’s career, set up fights, and deal with contracts.
  • Online leagues where players rank up and move through realistic fight circuits.

Conclusion: The Technology Is There—No More Excuses

Every technological hurdle that used to exist for boxing games has already been solved in other sports and fighting games:
Real-time physics & punch reactions – Used in UFC 5, NBA 2K, FIFA.
AI-driven fight tendencies – Used in FIFA, Fire Pro Wrestling, NBA 2K.
Dynamic footwork & movement – Used in UFC, FIFA, NBA 2K.
Advanced creation suite – Used in WWE 2K, Fire Pro Wrestling.
Realistic stamina & damage systems – Used in NBA 2K, UFC.
Dynamic presentation & broadcast mode – Used in NFL 2K5, NBA 2K.

A realistic boxing game isn’t being neglected because of limitations—it’s being ignored because of lack of vision and commitment.

💡 Developers have all the tools they need—they just need to execute.

Common Excuses Game Companies Give to the Ignorant

 Here’s a detailed breakdown addressing all the common excuses given for why a realistic boxing video game isn’t being developed, along with counterarguments:


Excuse #1: "Boxing isn’t popular enough to sell well."

Counterargument:

  • A game doesn’t need a sport’s popularity to succeed; it needs great gameplay and depth. Many niche sports games have thrived due to quality execution (UFC, Fight Night, MLB The Show).
  • Many gamers support sports games based on depth and gameplay before worrying about real-life popularity.
  • A well-made boxing game can drive sales and even grow boxing’s popularity.
  • Boxing is a global sport with passionate fans who have supported past games (Fight Night, Knockout Kings).
  • Many successful games (Elden Ring, Dark Souls, Cyberpunk 2077) weren’t mainstream topics before their release but became huge due to execution.

Excuse #2: "Boxing lacks enough star power to attract buyers."

Counterargument:

  • Games like UFC, WWE 2K, and PES (before licensing deals) thrived without full rosters of superstars.
  • Having real boxers is a plus, but a strong gameplay foundation matters more. UFC games often sell on mechanics and deep modes, not just fighter names.
  • A realistic boxing game can succeed by offering customization—letting players create and fill weight divisions with custom boxers, much like Fire Pro Wrestling does.
  • Many sports gamers enjoy playing as fictional or unknown fighters if the game is engaging and realistic.

Excuse #3: "Licensing issues make it too difficult."

Counterargument:

  • A full roster of licensed boxers isn't necessary—games like UFC built rosters gradually.
  • A game could focus on fictional boxers while allowing players to create real ones, similar to WWE 2K's creation suite.
  • Fight Night Champion had a limited roster, but mods and creation tools helped players fill the gaps.
  • Developers could work with managers and promotions rather than just individual boxers.

Excuse #4: "Boxing games are hard to make due to complex mechanics."

Counterargument:

  • Complex mechanics are manageable with today’s technology—modern motion capture, AI advancements, and physics engines make realistic boxing more achievable than ever.
  • UFC games have successfully implemented various grappling, striking, and movement mechanics, which are arguably more complex than boxing.
  • The lack of effort in trying is the real issue—other sports have evolved while boxing games have stagnated.
  • Motion capture isn’t the only way—AI-driven tendencies can be developed by analyzing footage of real fights.

Excuse #5: "Casual players won’t enjoy a realistic boxing game."

Counterargument:

  • A game can cater to both casuals and hardcore fans by offering multiple control schemes, difficulty levels, and assist options.
  • Many casual players enjoy realism when presented well—NBA 2K, FIFA, and Madden are successful despite being sim-heavy.
  • Fight Night and UFC games both managed to attract casuals while still keeping depth for serious players.
  • Features like training mini-games, free-mode, and auto-control options can help casuals ease into realistic mechanics.

Excuse #6: "Boxing doesn’t have the same yearly cycle as other sports."

Counterargument:

  • A great boxing game doesn’t need annual releases—one well-made game with updates and DLC can sustain itself for years (UFC games have lasted 3-4 years between releases).
  • Boxing is a sport where historic fighters matter just as much as current ones—past legends can drive longevity.
  • Online support, roster updates, and customization tools can extend a game’s lifespan significantly.
  • WWE and UFC games have proven that longevity is achievable with strong career and customization modes.

Excuse #7: "A boxing game won’t be profitable."

Counterargument:

  • Fight Night Champion sold over 1.3 million copies, despite being on the tail end of the boxing game era.
  • The demand for a realistic boxing game is higher than ever, with fans still playing decade-old games and modding them.
  • Games with strong customization (WWE 2K, Fire Pro Wrestling) have thriving communities, proving longevity is possible even without a massive mainstream audience.
  • The success of Undisputed's early access sales proves there is a hungry audience for a well-made boxing sim.

Excuse #8: "It’s hard to balance arcade vs. simulation gameplay."

Counterargument:

  • A game should commit to realism and allow customization options so players can tweak settings to their liking.
  • NBA 2K, Madden, and FIFA offer sliders and gameplay tuning—boxing can do the same.
  • Fight Night had sim elements but was often too arcadey—many fans prefer a true sim experience.
  • Companies must stop nerfing realism and embrace what makes boxing unique: strategy, pacing, and skill.

Excuse #9: "Boxing is too slow compared to other fighting games."

Counterargument:

  • Boxing isn’t meant to be fast like Street Fighter or Mortal Kombat—it’s a strategic sport with unique pacing.
  • UFC games have slower, methodical gameplay and still attract millions of players.
  • Not every game needs to be action-packed—some players prefer depth and realism over button-mashing.

Excuse #10: "There’s no demand for a boxing game."

Counterargument:

  • Massive demand exists—communities continue playing old boxing games, and every UFC game release sparks discussion about a new boxing game.
  • The success of Undisputed's early access and the outcry for Fight Night's return prove fans want a boxing sim.
  • Even outside gaming, the rise of influencer boxing (Jake Paul, KSI, etc.) has reignited boxing’s mainstream appeal.
  • EA UFC forums, YouTube videos, and social media constantly have discussions about a new boxing game.

Excuse #11: "Modern gaming trends don’t favor boxing."

Counterargument:

  • Modern gaming favors customization, online content, esports, and realism—all of which fit a boxing game.
  • Ultimate Team modes could exist in a boxing game, focusing on building a stable of fighters.
  • Career mode depth, training camps, and gym management could give boxing a long-term appeal similar to MyCareer in NBA 2K.
  • Online leagues and ranked matches could drive engagement like FIFA or Madden.

Final Thoughts

Every excuse given for why a realistic boxing game isn’t being developed can be debunked. The real issue is lack of effort and investment from developers, not the sport’s popularity or feasibility. Boxing fans have waited too long, and with today’s technology, there’s no reason why a deep, customizable, and realistic boxing sim can’t exist.


 The technology already exists to create a realistic boxing video game—it's just a matter of effort and commitment from developers. Let’s break it down:


1. Realistic Physics and Collision Detection

Technology Exists:

  • Games like UFC 5, NBA 2K, and Madden already use real-time physics for strikes, movement, and body interactions.
  • Fight Night Champion had some physics-based knockdowns, but today’s engines (like Unreal Engine 5) allow for real-time punch reactions, balance shifts, and dynamic impacts.
  • Undisputed is attempting realistic footwork but hasn’t fully capitalized on modern physics tech.

🔹 How It Would Work in a Boxing Game:

  • Punches should connect based on real collision detection, not canned animations.
  • Fighters should stumble or fall if they swing too wide or get hit off balance.
  • Rope physics can allow knockdowns where fighters get tangled, fall through, or bounce off.

2. Advanced AI for Realistic Boxer Behavior

Technology Exists:

  • AI in FIFA, NBA 2K, and UFC already mimics real-life tendencies of players/fighters.
  • Neural networks and machine learning allow AI to adjust in real-time based on the player’s tendencies.
  • Motion capture isn’t necessary—AI can learn from video footage of real boxers to replicate styles, stances, and habits.

🔹 How It Would Work in a Boxing Game:

  • Each boxer should have unique movement, punch selection, and reactions based on their real tendencies.
  • AI should adjust to player behavior—if you’re aggressive, AI should counteract that with movement or clinching.
  • Fighters should have realistic flaws—some struggle under pressure, some excel in later rounds.

3. Realistic Footwork and Stamina Systems

Technology Exists:

  • UFC 5 and FIFA use momentum-based footwork—boxing can have realistic weight shifting, pivots, and angles.
  • NBA 2K’s stamina system forces players to pace themselves—a boxing game should apply this to punch output, movement, and blocking.

🔹 How It Would Work in a Boxing Game:

  • Overexertion should cause fighters to lose power, foot speed, and defensive ability.
  • Fatigue should be visibly noticeable—hands dropping, heavy breathing, and slower reactions.
  • Stamina should regenerate based on a fighter’s conditioning, pace, and damage taken.

4. Realistic Punch Variety and Impact

Technology Exists:

  • Games like Undisputed and UFC 5 already allow for different strike animations and angles.
  • Fight Night was too canned, but with procedural animation blending, punches can have natural variations.
  • Power, speed, and accuracy should vary depending on the fighter’s positioning, balance, and fatigue.

🔹 How It Would Work in a Boxing Game:

  • Punches should have different trajectories, speeds, and arcs—no two punches should look the same.
  • A mistimed punch should leave a fighter off balance or exposed to counters.
  • Fighters with poor technique should have slower, sloppier punches compared to skilled boxers.

5. Dynamic Clinching and Infighting

Technology Exists:

  • UFC 5 has realistic grappling mechanics, meaning clinch control in boxing can be implemented.
  • WWE 2K games allow different grappling interactions based on positioning—this can apply to clinch work and inside fighting.

🔹 How It Would Work in a Boxing Game:

  • Clinching should be strategic, allowing fighters to slow down the pace or recover stamina.
  • Some fighters should be better in the clinch, able to rough up opponents or land short punches.
  • Referees should break clinches naturally, depending on how tightly a boxer is holding.

6. Advanced Customization & Creation Suite

Technology Exists:

  • WWE 2K has one of the most detailed creation modes, allowing players to customize everything from faces to fighting styles.
  • NBA 2K has a Create-A-Player system with real facial scanning, which can be applied to boxing.
  • Fire Pro Wrestling allows players to program tendencies for CPU fighters—this should be in a boxing game.

🔹 How It Would Work in a Boxing Game:

  • Players should be able to create fighters, trainers, referees, and even promoters.
  • Boxer tendencies should be adjustable—aggressiveness, counter-punching, stamina management, and footwork.
  • CPU-created boxers should evolve over time, learning and adapting to playstyles.

7. Presentation, Commentary & Broadcast Mode

Technology Exists:

  • NBA 2K and Madden have dynamically updated commentary based on real-world events—boxing can do the same.
  • AI-powered voice synthesis can generate new fight commentary without needing constant recording sessions.
  • NFL 2K5 had a SportsCenter-style highlight show—this can be adapted for pre-fight hype, weigh-ins, and post-fight breakdowns.

🔹 How It Would Work in a Boxing Game:

  • Realistic PPV-style intros, tale-of-the-tape, and fighter entrances.
  • Dynamic commentary that reacts to your fighter’s record, performance, and history.
  • A broadcast mode with highlights from other fights in the division.

8. Multiple Game Modes for Longevity

Technology Exists:

  • Career modes in NBA 2K, Madden, and UFC already have long-term progression, gym training, and rivalries.
  • Promoter mode could work like Football Manager, allowing players to build a boxing stable.
  • Tournaments and online rankings could be done similarly to FIFA Ultimate Team.

🔹 How It Would Work in a Boxing Game:

  • A deep career mode with amateur, Olympic, and pro circuits.
  • Manager/Promoter mode where you guide a boxer’s career, set up fights, and deal with contracts.
  • Online leagues where players rank up and move through realistic fight circuits.

Conclusion: The Technology Is There—No More Excuses

Every technological hurdle that used to exist for boxing games has already been solved in other sports and fighting games:
Real-time physics & punch reactions – Used in UFC 5, NBA 2K, FIFA.
AI-driven fight tendencies – Used in FIFA, Fire Pro Wrestling, NBA 2K.
Dynamic footwork & movement – Used in UFC, FIFA, NBA 2K.
Advanced creation suite – Used in WWE 2K, Fire Pro Wrestling.
Realistic stamina & damage systems – Used in NBA 2K, UFC.
Dynamic presentation & broadcast mode – Used in NFL 2K5, NBA 2K.

A realistic boxing game isn’t being neglected because of limitations—it’s being ignored because of lack of vision and commitment.

💡 Developers have all the tools they need—they just need to execute.

Saturday, February 22, 2025

The Deep Dive- The Blueprint for the Ultimate Boxing Simulation: What SCI Needs to Deliver the Game Fans Deserve

 


For Steel City Interactive (SCI) to create the boxing game fans have been begging and praying for, they need to upgrade their talent, mechanics, and technology in several key areas.


1. Talent & Development Team Improvements

SCI needs boxing-savvy talent that understands both game development and real-world boxing. They should consider:

  • Experienced Boxing Consultants – More hands-on involvement from real boxers, trainers, and cutmen in the development process, not just post-development feedback.
  • AI and Physics Engineers – Experts who can create dynamic AI behavior and realistic physics that replicate boxing movements, footwork, and punch reactions.
  • Animators & Motion Experts – Professionals skilled in realistic human movement to ensure punches, footwork, and defensive maneuvers feel organic and fluid.
  • Fight Choreographers & Boxers for Animation – SCI should move beyond basic motion capture and study real fight footage to animate boxers by style, tendencies, and skill level.
  • Career Mode & Narrative Designers – A team dedicated to creating an immersive career mode, including dynamic rankings, promoters, rivalries, contracts, injuries, and storylines.

2. Mechanics & Gameplay Upgrades

A proper boxing simulation needs a foundation of deep mechanics that reward skill and strategy. SCI must implement:

Punch Mechanics & Variations

  • Diverse Punch Animations – Different punch arcs, deliveries, speed, and power levels per boxer, influenced by realistic physics.
  • True Punch Impact System – Accurate reactions based on timing, placement, boxer attributes, and fatigue.
  • Punch Interactions – Punches should interact based on angles and force (e.g., grazing shots, parried punches, partial deflections).

Footwork & Movement

  • True-to-life Footwork System – Smooth, organic movement that allows boxers to pivot, shift, and reposition naturally.
  • Lateral & Dynamic Movement – Boxers should be able to move in and out fluidly instead of feeling stiff or robotic.
  • Weight Transfer & Balance – The game should account for a boxer’s balance when throwing punches, moving, or getting hit.

Defense & Blocking System

  • Multiple Guard & Blocking Styles – Philly shell, peekaboo, cross-arm, high guard, and various hybrid styles should be included.
  • Intelligent Head Movement & Countering – A natural and responsive head movement system that doesn’t feel forced or pre-scripted.
  • Punch Interruption & Clash System – Punches should interact with each other (e.g., block a punch mid-throw, accidental clashes).

Clinching & Inside Fighting

  • True Clinching System – Players should be able to clinch strategically, push off, and work inside rather than rely on automated sequences.
  • Inside Fighting Mechanics – Short uppercuts, hooks, and body shots should function naturally in the pocket, not feel clunky.

Realistic Knockdowns & Knockouts

  • Varied Knockdown Animations – Boxers should fall differently based on punch impact, stamina, and positioning.
  • Rope Interaction – Fighters should slump over ropes, get tangled, or even fall through if hit near the edge.

Stamina, Damage, & Recovery System

  • Progressive Fatigue System – Stamina should deplete based on punch volume, movement, and effectiveness, not just a generic stamina bar.
  • Realistic Arm Fatigue – Defenders should not block infinitely without consequence.
  • Damage System – Swelling, cuts, bruises, and bleeding should form realistically, with referees and doctors stopping fights if necessary.

3. Technology & AI Enhancements

SCI needs to leverage modern technology and AI to push realism to the next level.

AI & Boxer Tendencies

  • AI Fighters That Fight Like Their Real-life Counterparts – Each boxer should have a distinct fighting style, not feel generic.
  • Adaptive AI – The AI should recognize and adjust to a player’s tendencies over time, forcing real boxing strategy.

Physics & Animation Engine

  • True Motion-Based Physics Engine – Every punch should be influenced by physics, accounting for balance, foot positioning, and impact.
  • Collision & Hit Detection – No more ghost punches or inconsistent hit reactions.

Authentic Presentation & Commentary

  • TV Broadcast-Level Presentation – Replays, corner cams, cutscenes, and real commentary breakdowns of fight strategy.
  • Realistic Crowd & Atmosphere – Dynamic crowd reactions based on fight momentum, entrances, and key moments.

Next-Gen Creation & Career Mode

  • Ultimate Creation Suite – The ability to create detailed boxers, trainers, referees, and more, with real AI-driven personalities.
  • Fully Customizable Career Mode – Multiple paths (fighter, trainer, promoter) with contracts, rankings, training camps, and injuries.

Conclusion

SCI has the potential to create the definitive boxing simulation, but they must overhaul their approach to talent, mechanics, and technology. The fans want realistic movement, dynamic AI, diverse styles, and immersive career options.

If they prioritize depth over gimmicks, focus on authenticity, and push technology forward, they can deliver the boxing game fans have waited decades for.

The Deep Dive- The Blueprint for the Ultimate Boxing Simulation: What SCI Needs to Deliver the Game Fans Deserve

 


For Steel City Interactive (SCI) to create the boxing game fans have been begging and praying for, they need to upgrade their talent, mechanics, and technology in several key areas.


1. Talent & Development Team Improvements

SCI needs boxing-savvy talent that understands both game development and real-world boxing. They should consider:

  • Experienced Boxing Consultants – More hands-on involvement from real boxers, trainers, and cutmen in the development process, not just post-development feedback.
  • AI and Physics Engineers – Experts who can create dynamic AI behavior and realistic physics that replicate boxing movements, footwork, and punch reactions.
  • Animators & Motion Experts – Professionals skilled in realistic human movement to ensure punches, footwork, and defensive maneuvers feel organic and fluid.
  • Fight Choreographers & Boxers for Animation – SCI should move beyond basic motion capture and study real fight footage to animate boxers by style, tendencies, and skill level.
  • Career Mode & Narrative Designers – A team dedicated to creating an immersive career mode, including dynamic rankings, promoters, rivalries, contracts, injuries, and storylines.

2. Mechanics & Gameplay Upgrades

A proper boxing simulation needs a foundation of deep mechanics that reward skill and strategy. SCI must implement:

Punch Mechanics & Variations

  • Diverse Punch Animations – Different punch arcs, deliveries, speed, and power levels per boxer, influenced by realistic physics.
  • True Punch Impact System – Accurate reactions based on timing, placement, boxer attributes, and fatigue.
  • Punch Interactions – Punches should interact based on angles and force (e.g., grazing shots, parried punches, partial deflections).

Footwork & Movement

  • True-to-life Footwork System – Smooth, organic movement that allows boxers to pivot, shift, and reposition naturally.
  • Lateral & Dynamic Movement – Boxers should be able to move in and out fluidly instead of feeling stiff or robotic.
  • Weight Transfer & Balance – The game should account for a boxer’s balance when throwing punches, moving, or getting hit.

Defense & Blocking System

  • Multiple Guard & Blocking Styles – Philly shell, peekaboo, cross-arm, high guard, and various hybrid styles should be included.
  • Intelligent Head Movement & Countering – A natural and responsive head movement system that doesn’t feel forced or pre-scripted.
  • Punch Interruption & Clash System – Punches should interact with each other (e.g., block a punch mid-throw, accidental clashes).

Clinching & Inside Fighting

  • True Clinching System – Players should be able to clinch strategically, push off, and work inside rather than rely on automated sequences.
  • Inside Fighting Mechanics – Short uppercuts, hooks, and body shots should function naturally in the pocket, not feel clunky.

Realistic Knockdowns & Knockouts

  • Varied Knockdown Animations – Boxers should fall differently based on punch impact, stamina, and positioning.
  • Rope Interaction – Fighters should slump over ropes, get tangled, or even fall through if hit near the edge.

Stamina, Damage, & Recovery System

  • Progressive Fatigue System – Stamina should deplete based on punch volume, movement, and effectiveness, not just a generic stamina bar.
  • Realistic Arm Fatigue – Defenders should not block infinitely without consequence.
  • Damage System – Swelling, cuts, bruises, and bleeding should form realistically, with referees and doctors stopping fights if necessary.

3. Technology & AI Enhancements

SCI needs to leverage modern technology and AI to push realism to the next level.

AI & Boxer Tendencies

  • AI Fighters That Fight Like Their Real-life Counterparts – Each boxer should have a distinct fighting style, not feel generic.
  • Adaptive AI – The AI should recognize and adjust to a player’s tendencies over time, forcing real boxing strategy.

Physics & Animation Engine

  • True Motion-Based Physics Engine – Every punch should be influenced by physics, accounting for balance, foot positioning, and impact.
  • Collision & Hit Detection – No more ghost punches or inconsistent hit reactions.

Authentic Presentation & Commentary

  • TV Broadcast-Level Presentation – Replays, corner cams, cutscenes, and real commentary breakdowns of fight strategy.
  • Realistic Crowd & Atmosphere – Dynamic crowd reactions based on fight momentum, entrances, and key moments.

Next-Gen Creation & Career Mode

  • Ultimate Creation Suite – The ability to create detailed boxers, trainers, referees, and more, with real AI-driven personalities.
  • Fully Customizable Career Mode – Multiple paths (fighter, trainer, promoter) with contracts, rankings, training camps, and injuries.

Conclusion

SCI has the potential to create the definitive boxing simulation, but they must overhaul their approach to talent, mechanics, and technology. The fans want realistic movement, dynamic AI, diverse styles, and immersive career options.

If they prioritize depth over gimmicks, focus on authenticity, and push technology forward, they can deliver the boxing game fans have waited decades for.

Steel City Interactive Needs to Bulk Up and Expand Its Team

 


Steel City Interactive Needs to Bulk Up and Expand Its Team

Boxing fans have waited over a decade for a new, realistic boxing video game, and Undisputed by Steel City Interactive (SCI) has been the most promising attempt to fill that void. However, despite the initial excitement surrounding the game’s development, progress has been slow, inconsistent, and at times, frustratingly misdirected.

The reality is simple: SCI is too small of a team to handle the ambitions of a true boxing simulation. If they genuinely want Undisputed to succeed in both the short and long term, they need to scale up their workforce, bring in key talent, and restructure their development process. Otherwise, the game risks stagnation or, worse, becoming another cautionary tale of wasted potential.

The Problem with a Small Team on a Big Project

SCI is an independent studio with limited resources. While that’s commendable in the sense that they’ve come this far, they are dealing with a project that requires a AAA-level development approach. Realistic boxing isn’t easy to simulate, and the expectations from boxing fans aren’t the same as they were a decade ago. Players today demand:

  • Ultra-realistic physics with precise punch animations, footwork, and defensive movements.
  • Highly detailed AI behavior that mimics real-life boxers.
  • A deep career mode that reflects the realities of the sport, from amateur to pro ranks.
  • A well-balanced online mode that feels competitive and fair.

Each of these elements requires specialized teams to develop them properly. SCI cannot expect to create a masterpiece with the same skeleton crew that built the early versions of Undisputed. They are trying to do what larger studios like EA did with Fight Night—but with significantly fewer resources. That is a recipe for disaster.

What’s Currently Lacking in Undisputed

The current state of Undisputed highlights the gaps in SCI’s development capabilities:

  1. Animations & Motion Capture Issues – The punch mechanics are inconsistent, footwork lacks weight, and many animations feel stiff or robotic.
  2. Lack of Defensive Variety – The defensive mechanics are overly simplified, missing essential boxing elements like realistic clinching, nuanced blocking styles, and fluid head movement.
  3. Unpolished AI – CPU-controlled fighters do not fight in a way that truly reflects their real-life counterparts, making single-player experiences feel unrealistic.
  4. Online Play & Infrastructure – Lag issues and balance concerns plague online fights, making it hard to take ranked play seriously.
  5. Career Mode Needs an Overhaul – Career mode lacks the depth, immersion, and strategic elements that should define a true boxing simulation.
  6. Ineffective Punch Impact & Reactions – Punches lack proper variation in reactions (glancing blows, knockdowns, stumbles, etc.), making fights feel static rather than dynamic.

These aren’t minor adjustments that can be fixed with quick patches. They require dedicated departments and experts working full-time to improve them.

Key Areas Where SCI Must Expand

1. Animation Specialists

SCI needs more seasoned animators who specialize in combat sports. One of the biggest issues with Undisputed is that punching mechanics, movement, and defensive reactions feel unnatural. Every boxer should have distinct styles—punch delivery, footwork habits, defensive tendencies—all of which require extensive animation work.

Additionally, a dedicated physics team is necessary to refine how punches land, how bodies react to impact, and how fatigue affects movement. Without these specialists, Undisputed will continue to feel “off” in terms of realism.

2. AI Engineers & Gameplay Designers

The AI in Undisputed is severely lacking. Boxers don’t fight strategically, counterpunching is inconsistent, and AI-controlled fighters often spam unrealistic combinations. A larger team of AI engineers and gameplay designers is needed to:

  • Develop adaptive AI behavior that adjusts to different playstyles.
  • Ensure real boxers fight like their real-life counterparts, emphasizing their strengths and weaknesses.
  • Improve ring IQ for the AI, making it react to real fight situations properly.

Without a dedicated AI team, Undisputed will continue to struggle in single-player depth, hurting long-term engagement.

3. Defensive Mechanics Team

Blocking, clinching, and countering need serious reworking. In real boxing, defense is just as important as offense, but Undisputed currently lacks proper defensive tools. SCI should hire designers who specialize in:

  • Block variations – Peek-a-boo, Philly Shell, Cross-armed, High Guard, etc.
  • Realistic clinching mechanics – Holding should be strategic, not just a spam tool.
  • Better counterpunching responsiveness – Slip-and-counters should feel natural, not clunky.

Without these elements, the game will always favor reckless aggression over true ring generalship.

4. UI/UX Designers & Presentation Experts

Boxing is a sport of spectacle, and Undisputed needs to reflect that in its presentation. Hiring experienced UI/UX designers can help with:

  • Better menus & career mode interfaces – Rankings, fight schedules, and training should be more immersive.
  • Enhanced fight atmosphere – Dynamic commentary, fight promotions, and cinematic moments should be improved.
  • Improved belt-winning celebrations & presentation – Winning titles should feel like a monumental achievement.

5. Network Engineers for Online Stability

Online play is a mess right now. Lag, balance issues, and a lack of proper matchmaking hurt the game’s competitive potential. SCI must hire more network engineers to improve online stability and ensure a fair ranking system for competitive players.

SCI Must Invest in Its Own Future

Right now, SCI seems to be operating with a “small studio mentality”, but they are making a game that requires AAA-level execution. If they don’t expand their team, Undisputed will never reach its full potential.

Expanding the team would allow them to:

Speed up development – More hands on deck means features and fixes come faster.
Enhance realism – Specialized teams can refine AI, animations, and physics to a higher standard.
Compete with future boxing games – If EA or another major developer jumps back into boxing, SCI will need to be prepared.
Win back players’ trust – The current player base is growing impatient, and a larger team can address concerns more efficiently.

Final Thoughts: The Clock is Ticking

SCI has already secured a passionate fanbase, but that support won’t last forever if they continue to underdeliver. If they fail to expand, they risk losing their position as the only serious boxing simulation on the market.

The choice is simple:
💪 Expand, improve, and build a game worthy of boxing’s legacy.
Stay small, delay progress, and risk irrelevance.

Steel City Interactive has the vision, but do they have the will to truly make Undisputed the definitive boxing game?

Only time will tell.

Steel City Interactive Needs to Bulk Up and Expand Its Team

 


Steel City Interactive Needs to Bulk Up and Expand Its Team

Boxing fans have waited over a decade for a new, realistic boxing video game, and Undisputed by Steel City Interactive (SCI) has been the most promising attempt to fill that void. However, despite the initial excitement surrounding the game’s development, progress has been slow, inconsistent, and at times, frustratingly misdirected.

The reality is simple: SCI is too small of a team to handle the ambitions of a true boxing simulation. If they genuinely want Undisputed to succeed in both the short and long term, they need to scale up their workforce, bring in key talent, and restructure their development process. Otherwise, the game risks stagnation or, worse, becoming another cautionary tale of wasted potential.

The Problem with a Small Team on a Big Project

SCI is an independent studio with limited resources. While that’s commendable in the sense that they’ve come this far, they are dealing with a project that requires a AAA-level development approach. Realistic boxing isn’t easy to simulate, and the expectations from boxing fans aren’t the same as they were a decade ago. Players today demand:

  • Ultra-realistic physics with precise punch animations, footwork, and defensive movements.
  • Highly detailed AI behavior that mimics real-life boxers.
  • A deep career mode that reflects the realities of the sport, from amateur to pro ranks.
  • A well-balanced online mode that feels competitive and fair.

Each of these elements requires specialized teams to develop them properly. SCI cannot expect to create a masterpiece with the same skeleton crew that built the early versions of Undisputed. They are trying to do what larger studios like EA did with Fight Night—but with significantly fewer resources. That is a recipe for disaster.

What’s Currently Lacking in Undisputed

The current state of Undisputed highlights the gaps in SCI’s development capabilities:

  1. Animations & Motion Capture Issues – The punch mechanics are inconsistent, footwork lacks weight, and many animations feel stiff or robotic.
  2. Lack of Defensive Variety – The defensive mechanics are overly simplified, missing essential boxing elements like realistic clinching, nuanced blocking styles, and fluid head movement.
  3. Unpolished AI – CPU-controlled fighters do not fight in a way that truly reflects their real-life counterparts, making single-player experiences feel unrealistic.
  4. Online Play & Infrastructure – Lag issues and balance concerns plague online fights, making it hard to take ranked play seriously.
  5. Career Mode Needs an Overhaul – Career mode lacks the depth, immersion, and strategic elements that should define a true boxing simulation.
  6. Ineffective Punch Impact & Reactions – Punches lack proper variation in reactions (glancing blows, knockdowns, stumbles, etc.), making fights feel static rather than dynamic.

These aren’t minor adjustments that can be fixed with quick patches. They require dedicated departments and experts working full-time to improve them.

Key Areas Where SCI Must Expand

1. Animation Specialists

SCI needs more seasoned animators who specialize in combat sports. One of the biggest issues with Undisputed is that punching mechanics, movement, and defensive reactions feel unnatural. Every boxer should have distinct styles—punch delivery, footwork habits, defensive tendencies—all of which require extensive animation work.

Additionally, a dedicated physics team is necessary to refine how punches land, how bodies react to impact, and how fatigue affects movement. Without these specialists, Undisputed will continue to feel “off” in terms of realism.

2. AI Engineers & Gameplay Designers

The AI in Undisputed is severely lacking. Boxers don’t fight strategically, counterpunching is inconsistent, and AI-controlled fighters often spam unrealistic combinations. A larger team of AI engineers and gameplay designers is needed to:

  • Develop adaptive AI behavior that adjusts to different playstyles.
  • Ensure real boxers fight like their real-life counterparts, emphasizing their strengths and weaknesses.
  • Improve ring IQ for the AI, making it react to real fight situations properly.

Without a dedicated AI team, Undisputed will continue to struggle in single-player depth, hurting long-term engagement.

3. Defensive Mechanics Team

Blocking, clinching, and countering need serious reworking. In real boxing, defense is just as important as offense, but Undisputed currently lacks proper defensive tools. SCI should hire designers who specialize in:

  • Block variations – Peek-a-boo, Philly Shell, Cross-armed, High Guard, etc.
  • Realistic clinching mechanics – Holding should be strategic, not just a spam tool.
  • Better counterpunching responsiveness – Slip-and-counters should feel natural, not clunky.

Without these elements, the game will always favor reckless aggression over true ring generalship.

4. UI/UX Designers & Presentation Experts

Boxing is a sport of spectacle, and Undisputed needs to reflect that in its presentation. Hiring experienced UI/UX designers can help with:

  • Better menus & career mode interfaces – Rankings, fight schedules, and training should be more immersive.
  • Enhanced fight atmosphere – Dynamic commentary, fight promotions, and cinematic moments should be improved.
  • Improved belt-winning celebrations & presentation – Winning titles should feel like a monumental achievement.

5. Network Engineers for Online Stability

Online play is a mess right now. Lag, balance issues, and a lack of proper matchmaking hurt the game’s competitive potential. SCI must hire more network engineers to improve online stability and ensure a fair ranking system for competitive players.

SCI Must Invest in Its Own Future

Right now, SCI seems to be operating with a “small studio mentality”, but they are making a game that requires AAA-level execution. If they don’t expand their team, Undisputed will never reach its full potential.

Expanding the team would allow them to:

Speed up development – More hands on deck means features and fixes come faster.
Enhance realism – Specialized teams can refine AI, animations, and physics to a higher standard.
Compete with future boxing games – If EA or another major developer jumps back into boxing, SCI will need to be prepared.
Win back players’ trust – The current player base is growing impatient, and a larger team can address concerns more efficiently.

Final Thoughts: The Clock is Ticking

SCI has already secured a passionate fanbase, but that support won’t last forever if they continue to underdeliver. If they fail to expand, they risk losing their position as the only serious boxing simulation on the market.

The choice is simple:
💪 Expand, improve, and build a game worthy of boxing’s legacy.
Stay small, delay progress, and risk irrelevance.

Steel City Interactive has the vision, but do they have the will to truly make Undisputed the definitive boxing game?

Only time will tell.

The Pressure Is On: Steel City Interactive's Long Road to a Complete Boxing Video Game

 

The Pressure Is On: Steel City Interactive's Long Road to a Complete Boxing Video Game

Steel City Interactive (SCI) is in the hot seat. Nearly five years into the development of Undisputed, their highly anticipated boxing video game, the game still feels incomplete. Fans who have been waiting for a truly realistic boxing sim are growing restless, and the pressure is mounting for SCI to deliver a polished, feature-rich experience.

Meanwhile, history paints a different picture. Electronic Arts (EA) once developed five boxing video games in just five years when they entered the genre. Between Knockout Kings 99 (1998) and Fight Night Round 2 (2005), EA built a smooth development process that churned out game after game, each iteration improving upon the last. Given that precedent, it begs the question: Why is it taking SCI so long?

The Weight of Expectations

SCI set out with an ambitious goal: to create the most realistic boxing video game ever. Their early promotional materials showcased Undisputed (then known as eSports Boxing Club) as a game that would redefine the genre. The problem is, five years later, the game still lacks key components necessary for a true simulation experience.

Some of the biggest concerns from the community include:

  • Lack of career mode – Despite promises of a deep, immersive experience, a true career mode still hasn’t materialized.
  • Incomplete roster – While Undisputed boasts an impressive list of licensed fighters, the number of boxers still doesn’t feel sufficient for a game marketed as the definitive boxing experience.
  • Unfinished mechanics – Features like punch animations, footwork fluidity, and defensive mechanics still need refinement. Many fans argue the gameplay took a step back from its earlier iterations.
  • Missing offline content – Career mode isn’t the only thing absent; other offline modes, like a full-fledged tournament system, promoter mode, and a robust training system, are either missing or not fully fleshed out.

For a game that has been in development for this long, these missing features only add to the frustration.

EA Set the Blueprint—So Why the Delay?

Back in the late 90s and early 2000s, EA had a rapid development cycle that saw Knockout Kings and Fight Night titles released in quick succession. Each new game built on the previous one, refining mechanics, adding boxers, and implementing new features without missing a beat. By Fight Night Round 2, EA had already introduced advanced mechanics like impact punches and deeper career modes.

SCI, on the other hand, has been developing Undisputed for nearly the same amount of time it took EA to release five full boxing games. With modern technology, game engines, and developer tools more advanced than ever, many wonder why the development process for Undisputed has been so slow.

Some speculate that SCI may be struggling with resources or mismanaging development priorities. Others believe they may have underestimated the complexity of making a boxing simulation. Either way, the result is a game that still doesn’t feel complete, leaving boxing fans with an experience that is far from the definitive simulation they were promised.

The Clock is Ticking

SCI can’t afford to keep dragging their feet. The boxing gaming community has been starving for a high-quality title for over a decade. With Undisputed still in early access and many features still absent, the patience of fans is wearing thin. If SCI doesn’t deliver soon, they risk losing the trust of their audience, and their opportunity to become the gold standard in boxing games could slip away.

The pressure is on, and the clock is ticking. Can SCI finally complete the game they've been working on for nearly five years, or will Undisputed go down as a project that never lived up to its potential? Time will tell, but boxing fans are hoping for a knockout finish rather than another round of delays.

No More Excuses for SCI — The Clock Ran Out Years Ago

  By someone who lived the sport and understands the craft 🎮 Five Years Is Enough Let’s stop pretending Steel City Interactive (SCI) is...