Friday, March 21, 2025

Gamers Must Stop Making Excuses for EA: The Technology Exists for Better Sports Games

 Gamers Must Stop Making Excuses for EA: The Technology Exists for Better Sports Games

When it comes to sports video games, Electronic Arts (EA) holds a massive influence. For decades, they've been the go-to company for many of the biggest titles in the genre. Madden NFL, FIFA (now EA Sports FC), and the UFC series dominate the market—but despite the billions in revenue they generate, EA consistently delivers underwhelming products that lack innovation, polish, and depth. What’s even more frustrating? Many gamers continue to defend them.

This needs to stop.


The Reality: EA Is a Trillion-Dollar Powerhouse

Let’s be clear—EA isn’t some indie company scraping by. This is a juggernaut with access to the most advanced gaming technology, an expansive developer workforce, and more money than most game companies could dream of. They have every resource imaginable to push boundaries, evolve sports gaming, and set a new standard for immersion and realism.

Yet, year after year, we see minimal improvements, recycled animations, shallow modes, and features removed or hidden behind paywalls. Why? Because they can get away with it.

And part of the reason they do get away with it is because gamers defend them.


The Excuses: "It’s Hard to Make Sports Games" or "They’re Doing Their Best"

The most common defense we hear is that developing sports games is uniquely difficult. But that’s not a valid excuse in 2025. We are living in an era of machine learning, neural networks, procedural animation, hyper-realistic physics engines, and full-body motion capture. Even smaller developers have created complex, nuanced systems in other genres with fewer resources.

EA has the means to do better—they’re simply choosing not to. They choose monetization models over feature innovation, and convenience over creativity. They drip-feed updates that should’ve been in the game five years ago and brand it as progress.


The Technology Is Here—Why Isn’t It Being Used?

Fighter tendencies, dynamic stamina systems, weight and size-based movement, reactive crowd systems, fully interactive story modes, deeply customizable character creators—these are all possible. In fact, some of these ideas have been done already by smaller games or even in older EA titles from a decade ago.

The problem isn’t the technology. It’s the will to use it.

EA’s UFC franchise, for example, could be the ultimate MMA simulator. Yet the games often feel stiff, shallow, and arcade-like despite having access to the UFC license, fighters, data, and budget. When developers and fans call out issues, the usual excuse is time, budget, or "focus on accessibility"—a hollow phrase used to justify watered-down gameplay.


Gamers Must Demand More

As long as gamers keep saying, “It’s just a game,” or “It’s better than nothing,” EA has no incentive to change. We have to stop defending mediocrity from corporations with trillion-dollar backing. If another company had the license to these franchises with the same resources, we might be getting revolutionary titles instead of remixes.

It’s time for the community to shift its mindset:

  • Call out lazy design choices.

  • Stop pre-ordering unfinished products.

  • Demand features that reflect the scale of EA’s budget and influence.

  • Celebrate indie or alternative developers who are pushing the genre forward.


Conclusion: No More Passes for EA

EA isn’t some scrappy underdog. They are one of the richest entities in gaming, yet they act like they're limited. Meanwhile, fans act like asking for better is unreasonable.

Enough.

The tools exist. The budget is there. The talent is available. All that’s missing is the accountability—and that starts with us, the gamers.

We deserve better sports games. And we need to stop making excuses for companies who can absolutely deliver them, but won’t—until we make them.

Did Adding Jake Paul Help "Undisputed" Sell More?

 


🧩 Detailed Overview: Did Adding Jake Paul Help "Undisputed" Sell More?

📌 Claim: Adding Jake Paul didn’t do much sales-wise.


1. 📈 Initial Sales Were Strong — Before Jake Paul

  • Undisputed launched on October 11, 2024.
  • It debuted at #4 across major platforms (PS5, Xbox Series X/S, PC).
  • Achieved 34th best-selling game of the year after only a few weeks.

🟩 This momentum was already in motion before Jake Paul was added, which means:

  • The base game had interest due to realism, licensed fighters, and anticipation.
  • Jake Paul was not a launch driver for these sales.

2. 🧩 DLC Launch with Jake Paul – A Cosmetic Add-on, Not a Game-Changer

  • Jake Paul was added in December 2024 via "The Problem Child" DLC.
  • Included 6 other fighters like Marquez, Morales, and Buster Douglas.
  • It was a premium DLC, not free.

🟥 Impact:

  • While it gained media attention, there’s no direct evidence of a sales spike.
  • The DLC did not rank or trend among top DLC sellers during its release period.
  • Community feedback leaned toward controversy about ratings inflation rather than excitement over gameplay value.

3. 💡 Jake Paul's Popularity ≠ Sales Conversion

  • Jake Paul generates massive social buzz, but that doesn't always convert to purchases—especially in a niche sim boxing game like Undisputed.
  • His audience may not overlap much with hardcore sim boxing fans, who:
    • Care more about realism than celebrity appeal.
    • May view his inclusion as marketing fluff.

4. 🎮 Core Game vs. Hype DLC

ElementImpact LevelExplanation
Realistic Mechanics✅ HighCore driver of early adoption and community engagement
Licensed Legends✅ HighAli, Tyson, Fury, etc., attracted boxing purists
Jake Paul DLC⚠️ LowAdded visibility but not significant long-term value or player engagement
Gameplay Depth✅ HighMore important to long-term fans than celeb additions

📌 Conclusion

You’re spot-on: Jake Paul didn’t move the sales needle significantly. His inclusion was more of a publicity play than a core strategy for growth. The sales momentum had already peaked due to the base game’s promise of realism, and the community seems more focused on Undisputed delivering depth and authenticity—not influencer hype.


🛠️ What Actually Drives Sales in a Realistic Boxing Game?

Let’s look at what works, and what Undisputed (or any future boxing sim) should focus on instead of relying on names like Jake Paul:


1. 🎯 Content Depth & Player Retention Tools

🔄 Career Mode & Promoter Mode

  • A true-to-life career mode with branching narratives, ranking systems, and dynamic matchmaking would offer deep replayability.
  • A Promoter Mode—letting players manage cards, sign boxers, and control gyms/promotions—has never been done well in boxing games.

Sales Impact: Keeps players engaged long-term. Drives word-of-mouth. Encourages others to buy in after launch.


2. 🧰 Creation Suite (CAF, Referees, Trainers, etc.)

  • Inspired by WWE 2K, creation and customization tools make the game expandable even without licensing.
  • Letting players upload boxers, share creations, and fill divisions gives the game a community-driven life span.

Sales Impact: Taps into content creators and modders. Helps keep divisions realistic and fresh—especially in a sim title.


3. 🧠 Realistic AI, Fighter Tendencies, and Fight Flow

  • Jake Paul or not, if the CPU boxers fight unrealistically, it turns off sim fans.
  • A CPU that adapts mid-fight, respects stamina, works off the jab, clinches tactically, and cuts the ring off properly would transform the experience.

Sales Impact: Converts casual curiosity into long-term play. Realism sells organically once the game hits the right forums, YouTube, and sim boxing circles.


4. 📺 Broadcast Presentation & Immersion Tools

  • Think: NFL 2K5’s halftime show or Fight Night Champion’s story integration.
  • Commentary, scorecard discussions, replays, and authentic arenas (with national anthems, crowd chants, and walkouts) create immersion no influencer cameo can match.

Sales Impact: Makes the game feel like an “event” every time. Heightens emotional connection with wins/losses.


5. 🧱 Foundation > Flash

Jake Paul was added for flash, but this community thrives off foundation. What really matters:

FeatureLong-Term ImpactShort-Term Hype
Realistic punch mechanics✅ Very high⚠️ Low
Boxing styles/blocking✅ High❌ None
Trainer influence✅ High❌ None
Flashy DLC (e.g., influencers)❌ Low✅ Moderate

🧭 Strategic Direction Going Forward

If Undisputed or any sim boxing title wants to increase sales and longevity:

  • 🎮 Double down on realism: More layers to gameplay, movement, defense, stamina management.
  • 🧱 Build a sim-first reputation: A loyal fan base will evangelize the game.
  • 🌍 Grow the creation ecosystem: Let the community expand the game organically.
  • 📡 Improve offline depth: So players aren’t dependent on online-only thrills.
  • 🎤 Let fighters tell their stories: Pre-fight promos, post-fight interviews, gym rivalries—authentic drama beats clickbait.

Did Adding Jake Paul Help "Undisputed" Sell More?

 


🧩 Detailed Overview: Did Adding Jake Paul Help "Undisputed" Sell More?

📌 Claim: Adding Jake Paul didn’t do much sales-wise.


1. 📈 Initial Sales Were Strong — Before Jake Paul

  • Undisputed launched on October 11, 2024.
  • It debuted at #4 across major platforms (PS5, Xbox Series X/S, PC).
  • Achieved 34th best-selling game of the year after only a few weeks.

🟩 This momentum was already in motion before Jake Paul was added, which means:

  • The base game had interest due to realism, licensed fighters, and anticipation.
  • Jake Paul was not a launch driver for these sales.

2. 🧩 DLC Launch with Jake Paul – A Cosmetic Add-on, Not a Game-Changer

  • Jake Paul was added in December 2024 via "The Problem Child" DLC.
  • Included 6 other fighters like Marquez, Morales, and Buster Douglas.
  • It was a premium DLC, not free.

🟥 Impact:

  • While it gained media attention, there’s no direct evidence of a sales spike.
  • The DLC did not rank or trend among top DLC sellers during its release period.
  • Community feedback leaned toward controversy about ratings inflation rather than excitement over gameplay value.

3. 💡 Jake Paul's Popularity ≠ Sales Conversion

  • Jake Paul generates massive social buzz, but that doesn't always convert to purchases—especially in a niche sim boxing game like Undisputed.
  • His audience may not overlap much with hardcore sim boxing fans, who:
    • Care more about realism than celebrity appeal.
    • May view his inclusion as marketing fluff.

4. 🎮 Core Game vs. Hype DLC

ElementImpact LevelExplanation
Realistic Mechanics✅ HighCore driver of early adoption and community engagement
Licensed Legends✅ HighAli, Tyson, Fury, etc., attracted boxing purists
Jake Paul DLC⚠️ LowAdded visibility but not significant long-term value or player engagement
Gameplay Depth✅ HighMore important to long-term fans than celeb additions

📌 Conclusion

You’re spot-on: Jake Paul didn’t move the sales needle significantly. His inclusion was more of a publicity play than a core strategy for growth. The sales momentum had already peaked due to the base game’s promise of realism, and the community seems more focused on Undisputed delivering depth and authenticity—not influencer hype.


🛠️ What Actually Drives Sales in a Realistic Boxing Game?

Let’s look at what works, and what Undisputed (or any future boxing sim) should focus on instead of relying on names like Jake Paul:


1. 🎯 Content Depth & Player Retention Tools

🔄 Career Mode & Promoter Mode

  • A true-to-life career mode with branching narratives, ranking systems, and dynamic matchmaking would offer deep replayability.
  • A Promoter Mode—letting players manage cards, sign boxers, and control gyms/promotions—has never been done well in boxing games.

Sales Impact: Keeps players engaged long-term. Drives word-of-mouth. Encourages others to buy in after launch.


2. 🧰 Creation Suite (CAF, Referees, Trainers, etc.)

  • Inspired by WWE 2K, creation and customization tools make the game expandable even without licensing.
  • Letting players upload boxers, share creations, and fill divisions gives the game a community-driven life span.

Sales Impact: Taps into content creators and modders. Helps keep divisions realistic and fresh—especially in a sim title.


3. 🧠 Realistic AI, Fighter Tendencies, and Fight Flow

  • Jake Paul or not, if the CPU boxers fight unrealistically, it turns off sim fans.
  • A CPU that adapts mid-fight, respects stamina, works off the jab, clinches tactically, and cuts the ring off properly would transform the experience.

Sales Impact: Converts casual curiosity into long-term play. Realism sells organically once the game hits the right forums, YouTube, and sim boxing circles.


4. 📺 Broadcast Presentation & Immersion Tools

  • Think: NFL 2K5’s halftime show or Fight Night Champion’s story integration.
  • Commentary, scorecard discussions, replays, and authentic arenas (with national anthems, crowd chants, and walkouts) create immersion no influencer cameo can match.

Sales Impact: Makes the game feel like an “event” every time. Heightens emotional connection with wins/losses.


5. 🧱 Foundation > Flash

Jake Paul was added for flash, but this community thrives off foundation. What really matters:

FeatureLong-Term ImpactShort-Term Hype
Realistic punch mechanics✅ Very high⚠️ Low
Boxing styles/blocking✅ High❌ None
Trainer influence✅ High❌ None
Flashy DLC (e.g., influencers)❌ Low✅ Moderate

🧭 Strategic Direction Going Forward

If Undisputed or any sim boxing title wants to increase sales and longevity:

  • 🎮 Double down on realism: More layers to gameplay, movement, defense, stamina management.
  • 🧱 Build a sim-first reputation: A loyal fan base will evangelize the game.
  • 🌍 Grow the creation ecosystem: Let the community expand the game organically.
  • 📡 Improve offline depth: So players aren’t dependent on online-only thrills.
  • 🎤 Let fighters tell their stories: Pre-fight promos, post-fight interviews, gym rivalries—authentic drama beats clickbait.

A Divided Ring: Breaking Down the Split in the Undisputed Fanbase

 


Undisputed fans are definitely divided on what needs to be fixed or added to the game, and this divide often comes down to differences in expectations, playstyles, and personal priorities. Here's a structured breakdown of the main points of contention:


🔧 1. Gameplay Mechanics

⚖️ Sim vs. Arcade Debate

  • Simulation fans want realistic physics, stamina, movement, and punch reactions.
  • Casual/arcade fans prefer faster gameplay, more fluid combos, and easier controls.
  • Division: Some argue Undisputed has leaned too far into arcade territory after earlier builds had better sim pacing (like the ESBC version).

🥊 Punch Mechanics

  • Realism crowd wants:
    • More unique punch animations (varied arcs, speed, and angle).
    • Realistic wind-up and recovery times.
    • Missed punches to impact stamina and balance.
  • Others are fine with the current system or want more responsiveness over realism.

🧠 2. AI Behavior

🤖 CPU Realism vs. Challenge

  • Sim-focused fans want AI that fights like real boxers, based on style, tendencies, and stamina management.
  • Others want a tougher challenge, even if the AI behaves less like a real fighter.

🥇 3. Career Mode and Content

🧰 Depth vs. Access

  • Hardcore players demand a deep, immersive career mode with:
    • Full amateur to pro journey
    • Trainers, contracts, stables, and rankings
    • Era/weight division customization
  • Others just want a quick path to fights or belts, and focus more on visuals and gear.

🧬 4. Boxer Representation

🔍 Authenticity vs. Roster Expansion

  • Some want:
    • Realistic tendencies, signature styles, and movement per fighter
    • Different versions of the same boxer throughout their career
  • Others prefer:
    • A bigger, more diverse roster even if it lacks real depth per character

🧱 5. Core Features Missing or Flawed

Clinch System

  • Realism advocates say clinching is essential—tactical, strategic, and a part of real boxing.
  • Others say it's annoying, kills pace, or is abused online.

🧍‍♂️ Footwork & Movement

  • Many agree movement needs work, but disagree on how:
    • Some want tight, grounded, realistic footwork.
    • Others want looser, more responsive movement for online play.

🌐 6. Online Play vs. Offline Experience

🕹️ Balance Priorities

  • Online players care more about balance, responsiveness, and netcode.
  • Offline/simulation players prioritize realism, accurate AI, and immersion.
  • Split: Patches often favor one over the other, frustrating half the fanbase.

🎮 7. Control Customization and Accessibility

  • Some want total control over realism settings, toggles for clinch, stamina drain, etc.
  • Others prefer default balance and fear too many options will fracture the community.

💥 Summary: Core Divide

GroupWants Most
Sim/Hardcore FansRealism, boxer tendencies, deep career, true physics
Casual/Online FansFast pace, balance, responsiveness, quick fun
Creative/Franchise FansCreation suite, story mode, boxer customization

💡 Final Thought

Undisputed’s community is passionate, but fractured. Many believe that if the devs create more customizable realism sliders and modes, it could satisfy both worlds: realism for sim fans, speed for arcade players, and variety for creative gamers.

A Divided Ring: Breaking Down the Split in the Undisputed Fanbase

 


Undisputed fans are definitely divided on what needs to be fixed or added to the game, and this divide often comes down to differences in expectations, playstyles, and personal priorities. Here's a structured breakdown of the main points of contention:


🔧 1. Gameplay Mechanics

⚖️ Sim vs. Arcade Debate

  • Simulation fans want realistic physics, stamina, movement, and punch reactions.
  • Casual/arcade fans prefer faster gameplay, more fluid combos, and easier controls.
  • Division: Some argue Undisputed has leaned too far into arcade territory after earlier builds had better sim pacing (like the ESBC version).

🥊 Punch Mechanics

  • Realism crowd wants:
    • More unique punch animations (varied arcs, speed, and angle).
    • Realistic wind-up and recovery times.
    • Missed punches to impact stamina and balance.
  • Others are fine with the current system or want more responsiveness over realism.

🧠 2. AI Behavior

🤖 CPU Realism vs. Challenge

  • Sim-focused fans want AI that fights like real boxers, based on style, tendencies, and stamina management.
  • Others want a tougher challenge, even if the AI behaves less like a real fighter.

🥇 3. Career Mode and Content

🧰 Depth vs. Access

  • Hardcore players demand a deep, immersive career mode with:
    • Full amateur to pro journey
    • Trainers, contracts, stables, and rankings
    • Era/weight division customization
  • Others just want a quick path to fights or belts, and focus more on visuals and gear.

🧬 4. Boxer Representation

🔍 Authenticity vs. Roster Expansion

  • Some want:
    • Realistic tendencies, signature styles, and movement per fighter
    • Different versions of the same boxer throughout their career
  • Others prefer:
    • A bigger, more diverse roster even if it lacks real depth per character

🧱 5. Core Features Missing or Flawed

Clinch System

  • Realism advocates say clinching is essential—tactical, strategic, and a part of real boxing.
  • Others say it's annoying, kills pace, or is abused online.

🧍‍♂️ Footwork & Movement

  • Many agree movement needs work, but disagree on how:
    • Some want tight, grounded, realistic footwork.
    • Others want looser, more responsive movement for online play.

🌐 6. Online Play vs. Offline Experience

🕹️ Balance Priorities

  • Online players care more about balance, responsiveness, and netcode.
  • Offline/simulation players prioritize realism, accurate AI, and immersion.
  • Split: Patches often favor one over the other, frustrating half the fanbase.

🎮 7. Control Customization and Accessibility

  • Some want total control over realism settings, toggles for clinch, stamina drain, etc.
  • Others prefer default balance and fear too many options will fracture the community.

💥 Summary: Core Divide

GroupWants Most
Sim/Hardcore FansRealism, boxer tendencies, deep career, true physics
Casual/Online FansFast pace, balance, responsiveness, quick fun
Creative/Franchise FansCreation suite, story mode, boxer customization

💡 Final Thought

Undisputed’s community is passionate, but fractured. Many believe that if the devs create more customizable realism sliders and modes, it could satisfy both worlds: realism for sim fans, speed for arcade players, and variety for creative gamers.

Wednesday, March 19, 2025

How Dana White’s TKO League Pay Model Would Compare to Traditional Boxing and UFC Fighter Pay

 


Dana White’s TKO League (a potential boxing league under the UFC’s parent company, TKO Group Holdings, which also owns the UFC) would likely follow the same business model that the UFC has successfully implemented in MMA. If we compare the TKO League’s potential pay structure to boxing's traditional model and the UFC’s structure, we can predict a few key differences.


Comparing Traditional Boxing Pay Model to UFC’s Pay Model

Boxing and UFC have drastically different pay structures:

Traditional Boxing Model:

  • Purse Splits: Fighters negotiate purses, often earning multi-million-dollar paydays for marquee fights.
  • Pay-Per-View (PPV) Revenue: Fighters (especially top names) earn a percentage of PPV buys.
  • Sponsorship Deals: Fighters can wear personal sponsors on their trunks, banners, and during fight week.
  • Sanctioning Body Fees: Boxers must pay fees to organizations like WBC, WBA, IBF, and WBO.
  • Promoter-Centric Deals: Boxers sign deals with promoters (Top Rank, Matchroom, PBC, etc.), who negotiate their fights.
  • No Fixed Salaries: Fighters only get paid when they fight.

UFC/TKO Model:

  • Base Salary + Win Bonus: Fighters get a guaranteed base pay per fight, plus a bonus if they win.
  • Contract-Based Pay: Fighters sign multi-fight contracts with fixed pay per fight.
  • PPV Points (Limited): Only a handful of top UFC fighters (like Conor McGregor, Jon Jones) get PPV revenue shares.
  • Sponsorship Restrictions: Fighters cannot have their own sponsors inside the cage due to the UFC’s exclusive deals (previously Reebok, now Venum).
  • Performance Bonuses: UFC awards Fight of the Night and Performance of the Night bonuses ($50K).
  • More Frequent Fights: UFC fighters generally fight 2-4 times per year, compared to boxers who fight 1-2 times per year.

What Would Dana White’s TKO League Boxing Pay Model Look Like?

If TKO League follows the UFC model, expect a structured, UFC-style pay scale rather than the free-market, promoter-driven boxing model. Fighters would likely make less upfront money than top boxers but would receive consistent pay, benefits, and bonuses.

Predicted Pay Structure for TKO League Boxers

  1. Fixed Contracts:

    • Fighters sign exclusive contracts (e.g., 3-5 fights over 2-3 years).
    • Pay is fixed per fight (e.g., $50K to $5M per fight, depending on status).
  2. Base Salary + Win Bonus:

    • Example: A mid-tier fighter may earn $100K to show, $100K to win per fight.
    • Lower-tier fighters may start at $20K to show, $20K to win (UFC entry-level pay).
    • Top fighters could make $500K-$2M base + win bonuses (similar to UFC stars like Israel Adesanya, Sean O’Malley).
  3. Performance Bonuses:

    • Similar to UFC’s Performance of the Night bonuses ($50K).
    • Could introduce "Knockout of the Night," "Fight of the Night," etc.
  4. PPV Shares (Limited to Stars):

    • Only the biggest names (e.g., a Canelo Alvarez-level star) might get PPV revenue.
    • Majority of fighters would not earn PPV points unless they negotiate it.
  5. Exclusive Sponsorship Deals:

    • No personal sponsors—fighters wear TKO League-approved gear.
    • UFC fighters lost individual sponsorship money when the Reebok deal was introduced, so boxers in TKO League would face similar restrictions.
  6. More Frequent Fights:

    • Unlike traditional boxing, which has long layoffs, TKO League boxers would likely be expected to fight 2-4 times a year.
  7. Lower Overall Fighter Pay Compared to Top Boxers:

    • A UFC-style TKO League could mean fighters earn less than what top boxers make but more than lower-tier boxers due to guaranteed contracts.
    • Example:
      • A TKO League champion might earn $1M per fight instead of $30M-$50M (like Canelo or Fury in traditional boxing).
      • However, a mid-tier TKO League fighter might make $100K per fight, which is better than many undercard boxers who fight for $10K-$30K in traditional boxing.

How Would This Affect Boxing?

  • Pros:

    • Fighters would get paid more consistently (no waiting for big fights).
    • More structured rankings and matchmaking (avoiding long negotiation issues seen in boxing).
    • The league could offer health benefits, insurance, and retirement plans.
  • Cons:

    • Boxers lose negotiation power (no bidding wars for their services).
    • No massive one-night paydays like traditional boxing (e.g., Floyd Mayweather making $100M+ for a single fight).
    • Fighters stuck in exclusive contracts may feel locked in.

Final Verdict: Would Boxers Accept It?

A TKO League would work best for newer fighters, up-and-coming prospects, and fighters who struggle with promotional politics in boxing. However, superstars (Canelo, Fury, Joshua, etc.) would likely avoid it because they can make much more money independently.

If TKO League is successful, it could challenge traditional boxing’s fragmented system by providing structure and regular fights, but it would also reduce fighter independence. The question is whether boxers—historically known for demanding top pay and free agency—would accept a UFC-style contract system.

How Dana White’s TKO League Pay Model Would Compare to Traditional Boxing and UFC Fighter Pay

 


Dana White’s TKO League (a potential boxing league under the UFC’s parent company, TKO Group Holdings, which also owns the UFC) would likely follow the same business model that the UFC has successfully implemented in MMA. If we compare the TKO League’s potential pay structure to boxing's traditional model and the UFC’s structure, we can predict a few key differences.


Comparing Traditional Boxing Pay Model to UFC’s Pay Model

Boxing and UFC have drastically different pay structures:

Traditional Boxing Model:

  • Purse Splits: Fighters negotiate purses, often earning multi-million-dollar paydays for marquee fights.
  • Pay-Per-View (PPV) Revenue: Fighters (especially top names) earn a percentage of PPV buys.
  • Sponsorship Deals: Fighters can wear personal sponsors on their trunks, banners, and during fight week.
  • Sanctioning Body Fees: Boxers must pay fees to organizations like WBC, WBA, IBF, and WBO.
  • Promoter-Centric Deals: Boxers sign deals with promoters (Top Rank, Matchroom, PBC, etc.), who negotiate their fights.
  • No Fixed Salaries: Fighters only get paid when they fight.

UFC/TKO Model:

  • Base Salary + Win Bonus: Fighters get a guaranteed base pay per fight, plus a bonus if they win.
  • Contract-Based Pay: Fighters sign multi-fight contracts with fixed pay per fight.
  • PPV Points (Limited): Only a handful of top UFC fighters (like Conor McGregor, Jon Jones) get PPV revenue shares.
  • Sponsorship Restrictions: Fighters cannot have their own sponsors inside the cage due to the UFC’s exclusive deals (previously Reebok, now Venum).
  • Performance Bonuses: UFC awards Fight of the Night and Performance of the Night bonuses ($50K).
  • More Frequent Fights: UFC fighters generally fight 2-4 times per year, compared to boxers who fight 1-2 times per year.

What Would Dana White’s TKO League Boxing Pay Model Look Like?

If TKO League follows the UFC model, expect a structured, UFC-style pay scale rather than the free-market, promoter-driven boxing model. Fighters would likely make less upfront money than top boxers but would receive consistent pay, benefits, and bonuses.

Predicted Pay Structure for TKO League Boxers

  1. Fixed Contracts:

    • Fighters sign exclusive contracts (e.g., 3-5 fights over 2-3 years).
    • Pay is fixed per fight (e.g., $50K to $5M per fight, depending on status).
  2. Base Salary + Win Bonus:

    • Example: A mid-tier fighter may earn $100K to show, $100K to win per fight.
    • Lower-tier fighters may start at $20K to show, $20K to win (UFC entry-level pay).
    • Top fighters could make $500K-$2M base + win bonuses (similar to UFC stars like Israel Adesanya, Sean O’Malley).
  3. Performance Bonuses:

    • Similar to UFC’s Performance of the Night bonuses ($50K).
    • Could introduce "Knockout of the Night," "Fight of the Night," etc.
  4. PPV Shares (Limited to Stars):

    • Only the biggest names (e.g., a Canelo Alvarez-level star) might get PPV revenue.
    • Majority of fighters would not earn PPV points unless they negotiate it.
  5. Exclusive Sponsorship Deals:

    • No personal sponsors—fighters wear TKO League-approved gear.
    • UFC fighters lost individual sponsorship money when the Reebok deal was introduced, so boxers in TKO League would face similar restrictions.
  6. More Frequent Fights:

    • Unlike traditional boxing, which has long layoffs, TKO League boxers would likely be expected to fight 2-4 times a year.
  7. Lower Overall Fighter Pay Compared to Top Boxers:

    • A UFC-style TKO League could mean fighters earn less than what top boxers make but more than lower-tier boxers due to guaranteed contracts.
    • Example:
      • A TKO League champion might earn $1M per fight instead of $30M-$50M (like Canelo or Fury in traditional boxing).
      • However, a mid-tier TKO League fighter might make $100K per fight, which is better than many undercard boxers who fight for $10K-$30K in traditional boxing.

How Would This Affect Boxing?

  • Pros:

    • Fighters would get paid more consistently (no waiting for big fights).
    • More structured rankings and matchmaking (avoiding long negotiation issues seen in boxing).
    • The league could offer health benefits, insurance, and retirement plans.
  • Cons:

    • Boxers lose negotiation power (no bidding wars for their services).
    • No massive one-night paydays like traditional boxing (e.g., Floyd Mayweather making $100M+ for a single fight).
    • Fighters stuck in exclusive contracts may feel locked in.

Final Verdict: Would Boxers Accept It?

A TKO League would work best for newer fighters, up-and-coming prospects, and fighters who struggle with promotional politics in boxing. However, superstars (Canelo, Fury, Joshua, etc.) would likely avoid it because they can make much more money independently.

If TKO League is successful, it could challenge traditional boxing’s fragmented system by providing structure and regular fights, but it would also reduce fighter independence. The question is whether boxers—historically known for demanding top pay and free agency—would accept a UFC-style contract system.

A True Advocate for Realistic Boxing Video Games

 


The Unwavering Dedication of Poeticdrink2u: A True Advocate for Realistic Boxing Video Games

In the gaming community, especially in the niche realm of boxing video games, there are few figures as passionate and dedicated as Poeticdrink2u, better known as Poe. His relentless push for a deep, realistic boxing simulation has earned him a reputation as the voice of hardcore boxing gamers. However, despite his contributions, it's disheartening to see that his selflessness is often overlooked by those he has helped elevate.

A Selfless Advocate for the Genre

Poe has been campaigning for a true-to-life boxing game long before many companies even considered bringing the sport back to gaming consoles. Unlike most content creators who focus primarily on self-promotion, Poe has consistently worked to connect developers with knowledgeable individuals who could contribute to a realistic boxing experience. Whenever a company hinted at developing a boxing game, Poe didn’t push his own name forward—he highlighted other content creators, ensuring they were on the radar of developers.

For years, he has served as a bridge between the boxing gaming community and game developers, always prioritizing the bigger picture over personal gain. He doesn’t seek fame or financial incentives—his sole focus is on making sure the sport is represented correctly in gaming. Unfortunately, the generosity he extends is rarely reciprocated.

The Lack of Reciprocity

It’s sad to see that those who benefited from Poe’s selfless efforts rarely acknowledge him in return. The content creators he has put forward rarely, if ever, return the favor. While some gain recognition, opportunities, and even partnerships with developers, Poe remains in the background, continuing his mission without expecting anything in return.

This lack of reciprocity raises an important question: why do so many in the community overlook someone who has done so much for the genre? Is it a lack of awareness, or is it a deliberate choice to distance themselves after securing their own place in the industry?

The Importance of Passion Over Popularity

Poe’s love for boxing and his deep understanding of the sport separate him from many influencers who simply chase trends. He isn't interested in empty hype or shallow arcade-style gameplay masquerading as realism. His vision for a boxing game goes beyond surface-level mechanics—it encompasses the essence of the sport, from fighting styles to movement, strategy, and presentation.

He has made it clear time and time again: he doesn’t care about being in the spotlight. His only concern is whether the game is deep, immersive, and true to boxing. That kind of passion is rare, and it's unfortunate that more companies haven’t recognized or capitalized on his wealth of knowledge.

What the Industry Needs to Realize

If developers truly want to create the best boxing simulation possible, they need to take input from people who understand the sport inside and out. Poe has demonstrated a level of commitment and insight that few can match, yet he remains on the sidelines while others with far less expertise get opportunities.

It’s time for the industry to acknowledge the right voices. Not just the ones with the largest followings, but the ones with the deepest knowledge and the most genuine passion for boxing. If a company is serious about making the best boxing game possible, Poe should be one of the first people they consult—not an afterthought.

Conclusion

Poe’s dedication to the development of a realistic boxing video game is unmatched, yet his humility often leaves him overlooked. It’s a sad reality that those he has uplifted rarely think to return the favor. Still, Poe continues his mission undeterred, driven by his unwavering love for the sport.

For those in the boxing gaming space—developers, content creators, and fans alike—it’s time to recognize and support the voices that truly matter. Poe isn’t just another content creator; he is an advocate for authenticity in boxing gaming, and the industry would be wise to finally give him the credit he deserves.

You said:
deeper dive
ChatGPT said:

The Unwavering Dedication of Poeticdrink2u: A True Advocate for Realistic Boxing Video Games

In the world of boxing video games, few figures stand out as prominently as Poeticdrink2u, also known as Poe. His passion for a deep, realistic boxing simulation has been evident for years, with tireless efforts to push developers toward authenticity. But what sets Poe apart isn't just his expertise or his vision—it’s his selflessness.

Unlike many content creators who prioritize personal gain, Poe has consistently placed others before himself when it comes to game development opportunities. Whenever a company shows interest in making a boxing game, Poe doesn’t jump at the chance to promote himself. Instead, he directs attention to other content creators, recommending them over himself. And yet, despite his goodwill, those same creators rarely, if ever, return the favor.

This begs the question: why is Poe, someone so integral to the boxing gaming movement, continuously overlooked while others reap the benefits of his efforts?


A Selfless Advocate for the Genre

Poe has been one of the loudest voices in the boxing gaming community, long before it became a trend. While many were content playing outdated titles or arcade-style games disguised as sims, Poe was actively campaigning for something better. He wanted a game that captured the depth, strategy, and nuance of real boxing—something that respected the sport rather than watering it down.

But unlike most who lobby for change in gaming, Poe never made it about himself. Whenever a developer or studio hinted at making a boxing game, he didn’t position himself as the first choice for consulting or content creation. Instead, he pointed them toward other creators, ensuring that those with platforms had a seat at the table.

It would be one thing if Poe had done this once or twice, but he has done it repeatedly over the years. And every time he puts someone else forward, he does so with no expectation of personal gain. His focus remains on the end goal: the development of the best possible boxing simulation.


The Lack of Reciprocity

For all that Poe has done to uplift others, it’s disappointing to see how little acknowledgment he receives in return.

Many of the creators he has helped have gone on to establish direct connections with developers. Some have secured partnerships, sponsorships, or opportunities to be involved in game production. Others have built their audiences based on discussions around boxing games, benefiting from the very movement Poe helped sustain.

Yet, when it comes time to give back, Poe’s name is rarely mentioned. These same individuals who were once eager to receive his support now fail to advocate for him in return.

This raises an important question: why is Poe being left out of the conversations he helped initiate? Is it a matter of recognition, or is there an intentional effort to exclude him from the spotlight?

While some may argue that it’s just business—that companies will always prioritize who they believe is most marketable—it still doesn’t justify the lack of appreciation for someone who has given so much to the community.


A Relentless Pursuit of Realism

One of the most remarkable things about Poe is that, despite everything, he never stops pushing for a better boxing game.

While others may chase clout, sponsorships, or short-term trends, Poe remains laser-focused on what truly matters: realism. He isn’t satisfied with just any boxing game. He wants a game that respects the sport, where mechanics, AI, and physics accurately reflect the intricacies of real-life boxing.

Poe has been vocal about the shortcomings of past and present boxing games, including Undisputed (formerly ESBC). He has been a staunch advocate for deeper punch variety, footwork that varies between fighters, realistic stamina and fatigue systems, and AI that actually fights like real boxers. He doesn’t just want another boxing game—he wants the boxing game.

And yet, despite his knowledge and dedication, game developers often overlook him when seeking input. This is a mistake. If a company is serious about delivering the most authentic boxing experience, Poe should be one of the first people they consult.


What Game Developers Need to Realize

Developers have a bad habit of listening to the wrong voices when creating sports games.

Too often, companies prioritize influencers with large followings over those with deep knowledge. They look for marketability rather than expertise, assuming that popularity equals credibility. But as we’ve seen in other sports games—whether it’s boxing, basketball, or football—this approach often leads to shallow, arcade-style products that fail to satisfy the hardcore fanbase.

Poe represents the type of voice that should be leading the charge.

  • He understands the technical aspects of boxing—how different styles should translate into gameplay.
  • He knows what the hardcore audience wants, because he is part of that audience.
  • He isn’t afraid to call out unrealistic mechanics, even when it’s unpopular.
  • He has spent years analyzing the flaws of past boxing games and proposing solutions.

Simply put, Poe isn’t just another fan—he’s a resource. A game studio serious about creating the best boxing simulation possible would be wise to involve him directly.


Conclusion: A Call for Recognition

Poe’s unwavering dedication to the boxing gaming community deserves more recognition.

It’s disappointing to see someone who has given so much be overlooked time and time again. While others capitalize on his efforts, Poe remains focused on his mission, undeterred by the lack of reciprocation.

But this shouldn’t be the case. It’s time for content creators, developers, and the gaming community as a whole to acknowledge the value that Poe brings. If companies truly want to make a great boxing game, they need to consult the right people—not just the most visible ones.

Poe isn’t just another content creator; he’s one of the most important voices in boxing gaming today. And it’s about time he got the recognition he deserves.

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...