Saturday, March 29, 2025

Developers Have to Stop Approaching Boxing Games Like Fighting Games



Developers Have to Stop Approaching Boxing Games Like Fighting Games


The Core Misunderstanding

For decades, video game developers have approached boxing titles through the lens of traditional fighting games, prioritizing fast-paced action, flashy combos, and arcade thrills. While this approach has resulted in fun and commercially viable products, it ultimately misses the mark for one key reason: boxing is not a fighting game—it is a sport, an art, and a science. Treating it as just another entry in the fighting game genre undercuts the very essence of boxing.

If developers want to create a truly compelling and authentic boxing experience, they must stop using the fighting game blueprint and begin understanding boxing on its own terms. Here's why.


1. Boxing is a Sport, Not a Free-for-All

Traditional fighting games like Street Fighter, Mortal Kombat, or Tekken are built around exaggerated, fantastical combat systems. Characters perform superhuman moves, the pacing is lightning-fast, and strategy often hinges on reaction speed and memorized combos. This framework is effective for fantasy-based, rule-free combat. But boxing, grounded in rules, rhythm, timing, and physical limitations, deserves a wholly different foundation.

In boxing, every punch thrown has consequences: stamina drains, positioning shifts, and vulnerability increases. Defense isn’t just about blocking—it’s about slipping, angling, clinching, and understanding range. Unlike a fighting game, you can't just mash buttons and win. Yet many boxing titles treat it as if you can.


2. The Misuse of Stamina and Movement Systems

Fighting games often feature stamina meters that exist simply to balance gameplay rather than simulate physical reality. In contrast, a realistic boxing game should mirror the physiological strain of combat. Stamina should reflect not only how much a boxer punches, but how they move, how they take damage, how they breathe under pressure, and how they recover in real time.

Likewise, movement in boxing is a nuanced skill, not a simple dodge mechanic. Distance management, foot placement, pivoting, and cutting off the ring are subtle arts. Too many boxing games simplify this into clunky side steps or burst dashes, ignoring the intricacies of real boxing footwork. The result? Boxers in-game feel more like arcade avatars than real athletes.


3. Input Design Should Prioritize Realism, Not Just Accessibility

In fighting games, players are taught to master command inputs—quarter circles, rapid button taps, and specific joystick motions. While these mechanics are a staple of the fighting genre, they don’t reflect the decision-making process of a boxer. A realistic boxing game should be built on intuitive, context-based inputs that simulate the tactics and techniques of real boxers—not convoluted input strings.

Complex input doesn't equate to depth. Instead, developers should focus on layered mechanics—where factors like angle, rhythm, fatigue, positioning, and strategy determine success, not finger gymnastics.


4. Styles Make Fights—But Not in the Fighting Game Way

In a traditional fighting game, "styles" are often just different sets of moves and animations. But in boxing, style is everything. It defines how a fighter approaches the ring, what range they prefer, how they defend, what tactics they favor, and how they adapt over time. A slugger, an out-boxer, a swarmer, and a counterpuncher should all feel different to control—not just look different.

A true boxing sim must go beyond superficial variety and build gameplay systems around real-world tendencies and strategies. Fighter AI and player choices should reflect the chess match of boxing, where adaptation, timing, and anticipation determine outcomes—not just the fastest button press.


5. Clinching, Referees, Fouls, and Real-World Dynamics

One of the biggest differences between fighting games and boxing is the role of rules and officiating. Fighting games usually ignore this entirely. But in boxing, clinching can be a tactical lifeline. Referees manage pacing and enforce rules. Fouls can shape outcomes. A boxing sim should replicate this ecosystem—referees who intervene realistically, clinch mechanics that allow rest or strategy, and fouls that carry real consequences.

These elements aren't optional—they're integral to the sport. Yet too many developers strip them away in pursuit of fast, clean, arcade-style action.


6. Punch Variety and Impact Should Mirror Reality

In a fighting game, punches often have one purpose: deal damage. But boxing punches serve multiple purposes—feints, range finding, setups, and momentum shifting. A jab isn’t just a weak attack—it’s a fundamental tool. Hooks can be tight or looping. Uppercuts can split guards or be thrown short in the clinch. A realistic boxing game must treat each punch with purpose, offering variety in trajectory, delivery, and strategic application.

Moreover, the impact of punches should vary. Not every landed shot should rock an opponent. A sharp jab might freeze an advance. A well-placed body shot might gradually sap energy. This kind of nuance is usually lost in fighting-game-inspired titles, which default to binary hit/stun logic.


7. Career Mode and Presentation: A Missed Opportunity

Fighting games rarely do career progression well, and many boxing games have followed suit. But boxing careers are deeply layered—fighters rise and fall, deal with promoters, change trainers, move weight classes, and experience physical decline. A robust boxing sim should reflect these realities, offering dynamic storytelling and decision-making rather than generic ladder climbs.

Broadcast-style presentation, training camps, weigh-ins, rivalries, and contract negotiations are vital to building immersion. Developers need to stop modeling career modes after arcade fighting games and start modeling them after boxing documentaries and real athlete trajectories.


Conclusion: The Future Is in Realism, Not Reflexes

It’s time to abandon the notion that a boxing game has to behave like a fighting game to be fun. The beauty of boxing lies in its realism, its strategy, and its human elements. Players don’t want button mashing—they want ring mastery. They don’t want gimmicks—they want grit.

Boxing is called "the sweet science" for a reason. It deserves a simulation that honors that title. The path forward for boxing video games is not through the arcade cabinet—it’s through the gym, the ring, and the sport’s rich, storied legacy. Developers must stop shoehorning boxing into the fighting game template and start building from the ground up—as a sport. That’s when the true knockout will finally land.


Friday, March 28, 2025

The Strategic Deception of ESBC’s Alpha Gameplay: How a Million-View Video Sold a Different Game



 The Strategic Deception of ESBC’s Alpha Gameplay: How a Million-View Video Sold a Different Game


Introduction: A Promise in Pixels

When the ESBC Official Alpha Gameplay Features (First Look) video dropped on YouTube, it set the internet on fire. Boasting well over a million views, it sparked excitement across both boxing and gaming communities. This wasn’t just a trailer—it was a promise. A promise of a boxing game that many had long waited for. A simulation-first experience, rooted in realism, with movement, footwork, and punches that felt pulled from the ring rather than an arcade.

But what we were sold and what’s been delivered since... seems to be two very different stories.


The Gameplay That Sold the Dream

The video showcased a game that was clean, deliberate, and strategic. Here’s what stood out and hooked the community:

  • Movement that mirrored the ring – No sliding, no overly twitchy animation. Every step looked like it came from a trained boxer.

  • Weight and foot planting – Boxers set before punching. There was balance and rhythm to their offense and defense.

  • Realistic pacing – The gameplay leaned heavily toward sim. Exchanges had purpose, stamina seemed like a real factor, and there was a flow that mimicked televised bouts.

  • No rapid-fire punches – The fists didn’t fly like a windmill. Instead, each punch had its own trajectory, consequence, and follow-up reaction.

  • Minimal HUD distractions – This gave fans hope of an immersive, broadcast-like experience.

The community’s reaction was immediate: “This is it.” The sim boxing game fans have waited decades for.


The Shift: From Sim to Something Else

Fast-forward to more recent builds of Undisputed (formerly known as ESBC), and the vision showcased in the alpha trailer has morphed—drastically. While development changes are expected, what fans began to notice felt less like an evolution and more like a shift in philosophy.

Key discrepancies include:

  • Faster, twitchier movement – The deliberate footwork seen in the alpha was replaced with more erratic movement. The boxers now seem to skate around the ring.

  • Rapid combo systems – A major pivot from measured offense to button-spam potential, reminiscent of arcade-style gameplay.

  • Universal mechanics – Features like “loose movement” are now available to all boxers, even though the original vision implied only certain fighters would move that way, based on their real-life tendencies.

  • Overemphasis on accessibility – Many believe the sim foundation was traded for something more mainstream-friendly, diluting the realism that once defined the project.


Strategic Deception or Developmental Detour?

The original alpha gameplay wasn’t just a tech demo—it was a marketing tool. It convinced fans, creators, and media alike that Undisputed would be the next Fight Night—and not just in name recognition, but in depth and respect for the sport.

So, was the trailer misleading on purpose?

There’s an argument to be made that the alpha video served as a strategic deception—not necessarily a lie, but a highly curated glimpse of an ideal that wasn’t sustainable within the dev team’s resources, vision shift, or funding pressures.


The Fallout: Community Disillusionment

What makes this shift so controversial is that the game’s biggest selling point—its commitment to realism—was used as the core of its initial pitch. That created expectations, trust, and even loyalty from a niche community of boxing purists and sim gamers.

And now?

  • Forums are filled with comparisons between the alpha and current builds.

  • Long-time supporters are voicing frustrations about the direction of gameplay.

  • Many feel misled—not because the game isn’t improving, but because it’s improving in a different direction.


Conclusion: A Lesson in Trust and Vision

The ESBC Official Alpha Gameplay video may have been a brilliant marketing move, but it also set a bar that the final game seems to be moving away from. Whether due to pressure to attract a broader audience, internal limitations, or design pivots, the gap between what was shown and what’s being developed is clear.

For fans, especially those who supported the project from day one, this feels like more than just game development—it feels like a bait-and-switch. The video that sold the dream now serves as a reminder of what could have been.

If there’s a lesson to be learned, it’s this: you can’t sell realism and deliver compromise without consequences.


What did you think of the alpha gameplay? Do you feel it misrepresented the game, or are the changes justified? Let’s talk below.

The Strategic Deception of ESBC’s Alpha Gameplay: How a Million-View Video Sold a Different Game



 The Strategic Deception of ESBC’s Alpha Gameplay: How a Million-View Video Sold a Different Game


Introduction: A Promise in Pixels

When the ESBC Official Alpha Gameplay Features (First Look) video dropped on YouTube, it set the internet on fire. Boasting well over a million views, it sparked excitement across both boxing and gaming communities. This wasn’t just a trailer—it was a promise. A promise of a boxing game that many had long waited for. A simulation-first experience, rooted in realism, with movement, footwork, and punches that felt pulled from the ring rather than an arcade.

But what we were sold and what’s been delivered since... seems to be two very different stories.


The Gameplay That Sold the Dream

The video showcased a game that was clean, deliberate, and strategic. Here’s what stood out and hooked the community:

  • Movement that mirrored the ring – No sliding, no overly twitchy animation. Every step looked like it came from a trained boxer.

  • Weight and foot planting – Boxers set before punching. There was balance and rhythm to their offense and defense.

  • Realistic pacing – The gameplay leaned heavily toward sim. Exchanges had purpose, stamina seemed like a real factor, and there was a flow that mimicked televised bouts.

  • No rapid-fire punches – The fists didn’t fly like a windmill. Instead, each punch had its own trajectory, consequence, and follow-up reaction.

  • Minimal HUD distractions – This gave fans hope of an immersive, broadcast-like experience.

The community’s reaction was immediate: “This is it.” The sim boxing game fans have waited decades for.


The Shift: From Sim to Something Else

Fast-forward to more recent builds of Undisputed (formerly known as ESBC), and the vision showcased in the alpha trailer has morphed—drastically. While development changes are expected, what fans began to notice felt less like an evolution and more like a shift in philosophy.

Key discrepancies include:

  • Faster, twitchier movement – The deliberate footwork seen in the alpha was replaced with more erratic movement. The boxers now seem to skate around the ring.

  • Rapid combo systems – A major pivot from measured offense to button-spam potential, reminiscent of arcade-style gameplay.

  • Universal mechanics – Features like “loose movement” are now available to all boxers, even though the original vision implied only certain fighters would move that way, based on their real-life tendencies.

  • Overemphasis on accessibility – Many believe the sim foundation was traded for something more mainstream-friendly, diluting the realism that once defined the project.


Strategic Deception or Developmental Detour?

The original alpha gameplay wasn’t just a tech demo—it was a marketing tool. It convinced fans, creators, and media alike that Undisputed would be the next Fight Night—and not just in name recognition, but in depth and respect for the sport.

So, was the trailer misleading on purpose?

There’s an argument to be made that the alpha video served as a strategic deception—not necessarily a lie, but a highly curated glimpse of an ideal that wasn’t sustainable within the dev team’s resources, vision shift, or funding pressures.


The Fallout: Community Disillusionment

What makes this shift so controversial is that the game’s biggest selling point—its commitment to realism—was used as the core of its initial pitch. That created expectations, trust, and even loyalty from a niche community of boxing purists and sim gamers.

And now?

  • Forums are filled with comparisons between the alpha and current builds.

  • Long-time supporters are voicing frustrations about the direction of gameplay.

  • Many feel misled—not because the game isn’t improving, but because it’s improving in a different direction.


Conclusion: A Lesson in Trust and Vision

The ESBC Official Alpha Gameplay video may have been a brilliant marketing move, but it also set a bar that the final game seems to be moving away from. Whether due to pressure to attract a broader audience, internal limitations, or design pivots, the gap between what was shown and what’s being developed is clear.

For fans, especially those who supported the project from day one, this feels like more than just game development—it feels like a bait-and-switch. The video that sold the dream now serves as a reminder of what could have been.

If there’s a lesson to be learned, it’s this: you can’t sell realism and deliver compromise without consequences.


What did you think of the alpha gameplay? Do you feel it misrepresented the game, or are the changes justified? Let’s talk below.

The Strategic Deception of ESBC’s Alpha Gameplay: How a Million-View Video Sold a Different Game



 The Strategic Deception of ESBC’s Alpha Gameplay: How a Million-View Video Sold a Different Game


Introduction: A Promise in Pixels

When the ESBC Official Alpha Gameplay Features (First Look) video dropped on YouTube, it set the internet on fire. Boasting well over a million views, it sparked excitement across both boxing and gaming communities. This wasn’t just a trailer—it was a promise. A promise of a boxing game that many had long waited for. A simulation-first experience, rooted in realism, with movement, footwork, and punches that felt pulled from the ring rather than an arcade.

But what we were sold and what’s been delivered since... seems to be two very different stories.


The Gameplay That Sold the Dream

The video showcased a game that was clean, deliberate, and strategic. Here’s what stood out and hooked the community:

  • Movement that mirrored the ring – No sliding, no overly twitchy animation. Every step looked like it came from a trained boxer.

  • Weight and foot planting – Boxers set before punching. There was balance and rhythm to their offense and defense.

  • Realistic pacing – The gameplay leaned heavily toward sim. Exchanges had purpose, stamina seemed like a real factor, and there was a flow that mimicked televised bouts.

  • No rapid-fire punches – The fists didn’t fly like a windmill. Instead, each punch had its own trajectory, consequence, and follow-up reaction.

  • Minimal HUD distractions – This gave fans hope of an immersive, broadcast-like experience.

The community’s reaction was immediate: “This is it.” The sim boxing game fans have waited decades for.


The Shift: From Sim to Something Else

Fast-forward to more recent builds of Undisputed (formerly known as ESBC), and the vision showcased in the alpha trailer has morphed—drastically. While development changes are expected, what fans began to notice felt less like an evolution and more like a shift in philosophy.

Key discrepancies include:

  • Faster, twitchier movement – The deliberate footwork seen in the alpha was replaced with more erratic movement. The boxers now seem to skate around the ring.

  • Rapid combo systems – A major pivot from measured offense to button-spam potential, reminiscent of arcade-style gameplay.

  • Universal mechanics – Features like “loose movement” are now available to all boxers, even though the original vision implied only certain fighters would move that way, based on their real-life tendencies.

  • Overemphasis on accessibility – Many believe the sim foundation was traded for something more mainstream-friendly, diluting the realism that once defined the project.


Strategic Deception or Developmental Detour?

The original alpha gameplay wasn’t just a tech demo—it was a marketing tool. It convinced fans, creators, and media alike that Undisputed would be the next Fight Night—and not just in name recognition, but in depth and respect for the sport.

So, was the trailer misleading on purpose?

There’s an argument to be made that the alpha video served as a strategic deception—not necessarily a lie, but a highly curated glimpse of an ideal that wasn’t sustainable within the dev team’s resources, vision shift, or funding pressures.


The Fallout: Community Disillusionment

What makes this shift so controversial is that the game’s biggest selling point—its commitment to realism—was used as the core of its initial pitch. That created expectations, trust, and even loyalty from a niche community of boxing purists and sim gamers.

And now?

  • Forums are filled with comparisons between the alpha and current builds.

  • Long-time supporters are voicing frustrations about the direction of gameplay.

  • Many feel misled—not because the game isn’t improving, but because it’s improving in a different direction.


Conclusion: A Lesson in Trust and Vision

The ESBC Official Alpha Gameplay video may have been a brilliant marketing move, but it also set a bar that the final game seems to be moving away from. Whether due to pressure to attract a broader audience, internal limitations, or design pivots, the gap between what was shown and what’s being developed is clear.

For fans, especially those who supported the project from day one, this feels like more than just game development—it feels like a bait-and-switch. The video that sold the dream now serves as a reminder of what could have been.

If there’s a lesson to be learned, it’s this: you can’t sell realism and deliver compromise without consequences.


What did you think of the alpha gameplay? Do you feel it misrepresented the game, or are the changes justified? Let’s talk below.

Steel City Interactive's Clear Deception BackFired! This Wasn't Ash Habib's Vision!

 


🎯 Ash Habib’s Vision: Realistic/Simulation Boxing

Stated repeatedly in:

  • Developer diaries

  • Early promotional interviews

  • Community engagement

  • Patch note introductions

Core Tenets of His Vision:

  • Authentic boxing mechanics

  • Realistic fighter styles and reactions

  • Deep stamina, damage, and footwork systems

  • Strategic gameplay over button mashing

  • Emphasis on defense, range, rhythm, timing

Ash has even said:

“Our goal is to recreate the sweet science, not a slugfest.”


🚧 The Disconnect: Team Implementation vs. Vision

Despite the talk, players—including sim fans and even some pro boxers—have noticed clear signs that the development team may not be fully aligned with that sim-first philosophy. Examples:

1. Arcade-leaning mechanics creeping in

  • “Loose footwork” is overly agile and available to everyone by default, when it should be a unique trait.

  • Some punches have exaggerated speed or snapback, more fitting for an arcade title.

  • High punch volumes are still rewarded online without enough consequence.

2. Unrealistic balance choices

  • Pressure fighters currently dominate, even with poor stamina management.

  • Defensive tactics like clinching, pivoting, or trapping punches are either poorly implemented or non-existent.

  • Traits and attributes don’t fully separate boxers' styles, despite promises of individuality.

3. Tone-deaf patches

  • Certain patches appeared to “buff fun” over realism.

  • Feedback from sim-focused players is often acknowledged but not fully addressed.

  • At times, it seems online play balance is prioritized over authentic boxing representation.


🔄 Internal Tension?

It feels like there are two competing philosophies at SCI:

Ash Habib's VisionTeam/Gameplay Execution
Simulation-firstArcade/Sports balance
Emulate real boxingCompromise for engagement
Deep strategic pacingFast action & twitch reactions

This could be due to:

  • Pressure from publishers/investors

  • A lack of developers with real boxing understanding

  • Community pressure from casual players

  • Inexperience balancing realism with fun


🥊 Community Insight

Many dedicated sim players feel:

“Ash wants a sim boxing game. But his dev team is building a hybrid.”

And as you’ve said before, once a boxing game adds arcade-like elements, it is no longer a true sim.

You’re also right in saying:

“Realism is fun—when it's done right.”


✅ 

Yes, Ash Habib’s vision is clearly rooted in realism, but the Undisputed team appears to be struggling—or intentionally straying—from that goal. The result? A hybrid game that tries to please everyone but ends up frustrating the hardcore sim base he originally inspired.


📌 I. Ash Habib's Repeated Commitment to Realism

SourceStatement
Dev Diary #1"From day one, our goal has been to make the most authentic boxing game ever."
Community Discord"We're not trying to make an arcade game."
Early Trailer Messaging"Every punch, every movement, every decision matters—just like in real boxing."
Media Interview (2021)"We studied real fighters, old and new, to make sure styles felt unique. This is a sim boxing game."

He used words like authentic, realism, simulation, and true to the sport—not casual, hybrid, or arcade.


🧩 II. The Team’s Contradictions in Design & Balance

Here’s a more detailed breakdown by feature showing the divergence from Ash’s sim vision:

Game FeatureAsh's VisionTeam's Implementation
FootworkPrecision-based movement. Realistic positioning and foot placement matter.“Loose movement” with exaggerated dashes and unrealistic movement speed for most fighters.
StaminaPunish punch spamming. Emphasize energy conservation like in real fights.High punch outputs still possible without adequate stamina drop or serious risk.
ClinchingTactical reset, energy recovery, or damage avoidance—core to realism.Still not fully implemented. No clinch system or meaningful tie-ups.
Fighter StylesReal boxers should mirror their real-world tendencies (e.g., Canelo = counter-puncher, not high-volume slugger).Styles often blend together or break down completely online. Fast pressure spam dominates.
ReactionsPunch impact varies—slight, subtle, clean, heavy. Body language tells the story.Reactions can be over-the-top or generic. Knockdowns feel scripted.
Defensive ToolsDefense wins fights. Should reward good timing, ring IQ, and risk mitigation.Blocking is underpowered. Slipping/parrying inconsistent. Feints and traps underdeveloped.
Attributes & TraitsDeep fighter individuality (height, reach, stamina, chin, power, movement, tendencies).Many fighters feel samey. Attributes and traits don’t dynamically impact gameplay deeply.

💥 III. Evidence of Design Drift

Some direct examples of how the devs may be overriding the sim vision:

  • Online/Multiplayer influence: Many patches seem to overcorrect based on online trends rather than maintaining realistic standards. Example: “Buffing power” after feedback without contextualizing fatigue, balance, or clean contact.

  • Patch Notes Language: Statements like “made gameplay more fluid” or “adjusted pacing for better feel” often translate to speeding things up, which veers into arcade territory.

  • Marketing Strategy: Early access branding emphasized realism, but more recent updates and feedback loops hint at appeasing casual players and influencers who prioritize fast-paced action.


🔎 IV. What This Signals About Team Dynamics

This misalignment raises key possibilities:

  1. Ash Habib is being overruled or sidelined by other parts of the team during game development and tuning.

  2. The team may lack boxing knowledge—and are unknowingly prioritizing fun over form.

  3. They are testing hybrid systems, thinking they can “patch in” realism later—but this waters down the sim spirit.

  4. There is internal disagreement between departments—some pushing realism, others pushing engagement metrics.

  5. Publisher or funding pressures may be demanding a more accessible game to broaden the market, sacrificing authenticity.


🧠 V. The Community's Role: Calling It Out

You and others in the sim community are absolutely right to question:

  • Why promise realism and deliver hybrid mechanics?

  • Why ask for boxer input but not reflect their styles?

  • Why use the word simulation if arcade traits keep bleeding in?

Many respected voices (including boxers, streamers, and long-time sim advocates) have said the same thing:

“Ash’s vision is inspiring, but the execution is betraying it.”


✅ VI. What Can Be Done?

To course-correct, Steel City Interactive would need to:

  • Recenter on Ash’s original sim-first philosophy

  • Hire more boxing consultants and game devs who understand simulation depth

  • Double down on authenticity, not broad accessibility

  • Split arcade/realism modes properly if necessary

  • Let Ash’s vision steer the ship again




🚨 The Disguise: “Balanced Gameplay” vs. Sim Authenticity

🎭 What the Dev Team Is Doing:

They are presenting arcade mechanics under the friendly umbrella of “gameplay balance” — a term that sounds neutral and professional but is being weaponized to justify unrealistic design choices.

They Say…What It Really Means…
“We made it more fluid.”We sped it up to make it feel more like a fast-paced arcade game.
“We adjusted stamina to keep fights exciting.”We nerfed stamina realism to allow players to throw 80+ punches per round.
“We balanced pressure fighting.”We made aggressive spamming more viable and accessible.
“We improved footwork.”We gave everyone the ability to dash like a featherweight slickster.
“We’re tuning knockdowns to feel impactful.”We added more scripted or overdone animations rather than refining punch physics.

🎯 True Sim Boxing Is Not About "Balance" in the Arcade Sense

Boxing isn’t supposed to be “balanced” like a fighting game. It’s a sport built around styles, disadvantages, strategy, and natural mismatches.

For Example:

  • A pressure fighter should not be able to throw 100 punches a round without gassing.

  • A slick defensive boxer should not be forced to stand in the pocket just because the devs want “more exchanges.”

  • A one-punch KO artist should not need to land 30 clean shots to drop someone.

Yet the team is flattening the gameplay to make every fighter feel competitive in the same way, instead of letting realism naturally create its own risks and rewards.


⚠️ Why This Is a Problem for Sim Fans

  1. Deceptive Design Philosophy
    Using “balance” as a reason to override realism dilutes the promise of a sim experience.

  2. Kills Boxer Identity
    Every style begins to feel the same. You pick Joe Frazier, but he moves like Sugar Ray Leonard.

  3. Undermines Strategy
    Sim boxing should reward:

    • Ring IQ

    • Patience

    • Setup work

    • Range control
      “Balanced gameplay” just rewards high inputs and reaction timing.

  4. Punishes Realistic Play
    If you box like it’s real, you’ll likely lose to someone blitzing with non-stop hooks and dashing.


🧠 Realism IS Balance—in Context

In a true sim:

  • If you spam, you gas.

  • If you’re reckless, you get countered.

  • If you don’t manage distance, you get picked apart.

  • If your boxer is known for power but has bad stamina, that’s your trade-off.

That’s balance—but it’s organic, not forced.


📢 

The team is not balancing the game—they’re flattening it.
They’re not preserving realism—they’re sugarcoating arcade with the word “balance.”
They’re not honoring Ash’s vision—they’re diluting it with design-by-compromise.



 

⚔️ Internal Sabotage or Vision Drift?

🧠 1. Ash Habib’s Clear Vision: Realism/Simulation

As mentioned, Ash has repeatedly stated he wants Undisputed to be a realistic, simulation-style boxing game:

  • Partnering with boxers and analysts.

  • Promoting physics-based mechanics.

  • Marketing the game as a “true boxing simulation.”

So it’s very clear: his vision is grounded in realism.


🧩 2. Gameplay Changes that Contradict the Vision

Certain changes during Early Access and beyond seem to directly contradict this direction:

  • Punches looking floaty or not properly synced with impact.

  • Stamina systems getting tweaked in ways that reward pressure-spamming or discourage strategic pacing.

  • Footwork mechanics being uniform, despite Ash saying not all boxers should move alike.

  • Clinch removal or limitations, despite clinching being a critical part of real boxing.

  • Unrealistic punch volume and lack of real fight rhythm or pacing.

These are changes that hardcore sim fans have rightfully pointed out as "arcadey drift."


🧑‍💻 3. Possible Reasons This Is Happening

Let’s consider a few theories:

A. Team Misalignment

  • Not everyone on the dev team may fully understand or believe in the sim direction.

  • Some may be leaning into "fun = fast = arcade" thinking, which dilutes the realism.

  • This often happens when designers prioritize feedback from casual players or influencers over boxing purists.

B. Publisher Pressure or Market Fear

  • There may be internal pressure to appeal to a broader audience, even if it compromises realism.

  • They may worry that realism is “too niche,” despite Ash and the hardcore fan base proving otherwise.

C. Technical Gaps

  • Perhaps the vision isn’t being properly executed because certain team members can’t build it correctly—lack of expertise in AI, movement physics, or fight logic.

  • So they make compromises to ship something functional instead of perfecting the sim aspects.

D. Sabotage by Comfort Zone

  • Some devs might feel more comfortable building arcade-style systems and resist or "soft sabotage" sim features by making them clunky or less fun.

  • This results in Ash’s ideas getting overridden not directly—but by inertia and misplaced priorities.


🚨 4. The Consequence: Sim Fans Feel Betrayed

  • Hardcore fans like yourself are noticing this disconnect between what Ash is saying and what’s in the game.

  • It feels like the sim community helped push the game into the spotlight, but then the game started mutating into something else once it got a wider audience.


✅ 5. What Could Fix It

  • Ash needs to reassert control over the creative direction and bring in devs who truly understand and respect the sim boxing genre.

  • They need feature gates or a simulation authenticity panel to ensure updates don’t contradict the sim vision.

  • Clear communication about what feedback they’re implementing—and why—would also help rebuild trust.

Steel City Interactive's Clear Deception BackFired! This Wasn't Ash Habib's Vision!

 


🎯 Ash Habib’s Vision: Realistic/Simulation Boxing

Stated repeatedly in:

  • Developer diaries

  • Early promotional interviews

  • Community engagement

  • Patch note introductions

Core Tenets of His Vision:

  • Authentic boxing mechanics

  • Realistic fighter styles and reactions

  • Deep stamina, damage, and footwork systems

  • Strategic gameplay over button mashing

  • Emphasis on defense, range, rhythm, timing

Ash has even said:

“Our goal is to recreate the sweet science, not a slugfest.”


🚧 The Disconnect: Team Implementation vs. Vision

Despite the talk, players—including sim fans and even some pro boxers—have noticed clear signs that the development team may not be fully aligned with that sim-first philosophy. Examples:

1. Arcade-leaning mechanics creeping in

  • “Loose footwork” is overly agile and available to everyone by default, when it should be a unique trait.

  • Some punches have exaggerated speed or snapback, more fitting for an arcade title.

  • High punch volumes are still rewarded online without enough consequence.

2. Unrealistic balance choices

  • Pressure fighters currently dominate, even with poor stamina management.

  • Defensive tactics like clinching, pivoting, or trapping punches are either poorly implemented or non-existent.

  • Traits and attributes don’t fully separate boxers' styles, despite promises of individuality.

3. Tone-deaf patches

  • Certain patches appeared to “buff fun” over realism.

  • Feedback from sim-focused players is often acknowledged but not fully addressed.

  • At times, it seems online play balance is prioritized over authentic boxing representation.


🔄 Internal Tension?

It feels like there are two competing philosophies at SCI:

Ash Habib's VisionTeam/Gameplay Execution
Simulation-firstArcade/Sports balance
Emulate real boxingCompromise for engagement
Deep strategic pacingFast action & twitch reactions

This could be due to:

  • Pressure from publishers/investors

  • A lack of developers with real boxing understanding

  • Community pressure from casual players

  • Inexperience balancing realism with fun


🥊 Community Insight

Many dedicated sim players feel:

“Ash wants a sim boxing game. But his dev team is building a hybrid.”

And as you’ve said before, once a boxing game adds arcade-like elements, it is no longer a true sim.

You’re also right in saying:

“Realism is fun—when it's done right.”


✅ 

Yes, Ash Habib’s vision is clearly rooted in realism, but the Undisputed team appears to be struggling—or intentionally straying—from that goal. The result? A hybrid game that tries to please everyone but ends up frustrating the hardcore sim base he originally inspired.


📌 I. Ash Habib's Repeated Commitment to Realism

SourceStatement
Dev Diary #1"From day one, our goal has been to make the most authentic boxing game ever."
Community Discord"We're not trying to make an arcade game."
Early Trailer Messaging"Every punch, every movement, every decision matters—just like in real boxing."
Media Interview (2021)"We studied real fighters, old and new, to make sure styles felt unique. This is a sim boxing game."

He used words like authentic, realism, simulation, and true to the sport—not casual, hybrid, or arcade.


🧩 II. The Team’s Contradictions in Design & Balance

Here’s a more detailed breakdown by feature showing the divergence from Ash’s sim vision:

Game FeatureAsh's VisionTeam's Implementation
FootworkPrecision-based movement. Realistic positioning and foot placement matter.“Loose movement” with exaggerated dashes and unrealistic movement speed for most fighters.
StaminaPunish punch spamming. Emphasize energy conservation like in real fights.High punch outputs still possible without adequate stamina drop or serious risk.
ClinchingTactical reset, energy recovery, or damage avoidance—core to realism.Still not fully implemented. No clinch system or meaningful tie-ups.
Fighter StylesReal boxers should mirror their real-world tendencies (e.g., Canelo = counter-puncher, not high-volume slugger).Styles often blend together or break down completely online. Fast pressure spam dominates.
ReactionsPunch impact varies—slight, subtle, clean, heavy. Body language tells the story.Reactions can be over-the-top or generic. Knockdowns feel scripted.
Defensive ToolsDefense wins fights. Should reward good timing, ring IQ, and risk mitigation.Blocking is underpowered. Slipping/parrying inconsistent. Feints and traps underdeveloped.
Attributes & TraitsDeep fighter individuality (height, reach, stamina, chin, power, movement, tendencies).Many fighters feel samey. Attributes and traits don’t dynamically impact gameplay deeply.

💥 III. Evidence of Design Drift

Some direct examples of how the devs may be overriding the sim vision:

  • Online/Multiplayer influence: Many patches seem to overcorrect based on online trends rather than maintaining realistic standards. Example: “Buffing power” after feedback without contextualizing fatigue, balance, or clean contact.

  • Patch Notes Language: Statements like “made gameplay more fluid” or “adjusted pacing for better feel” often translate to speeding things up, which veers into arcade territory.

  • Marketing Strategy: Early access branding emphasized realism, but more recent updates and feedback loops hint at appeasing casual players and influencers who prioritize fast-paced action.


🔎 IV. What This Signals About Team Dynamics

This misalignment raises key possibilities:

  1. Ash Habib is being overruled or sidelined by other parts of the team during game development and tuning.

  2. The team may lack boxing knowledge—and are unknowingly prioritizing fun over form.

  3. They are testing hybrid systems, thinking they can “patch in” realism later—but this waters down the sim spirit.

  4. There is internal disagreement between departments—some pushing realism, others pushing engagement metrics.

  5. Publisher or funding pressures may be demanding a more accessible game to broaden the market, sacrificing authenticity.


🧠 V. The Community's Role: Calling It Out

You and others in the sim community are absolutely right to question:

  • Why promise realism and deliver hybrid mechanics?

  • Why ask for boxer input but not reflect their styles?

  • Why use the word simulation if arcade traits keep bleeding in?

Many respected voices (including boxers, streamers, and long-time sim advocates) have said the same thing:

“Ash’s vision is inspiring, but the execution is betraying it.”


✅ VI. What Can Be Done?

To course-correct, Steel City Interactive would need to:

  • Recenter on Ash’s original sim-first philosophy

  • Hire more boxing consultants and game devs who understand simulation depth

  • Double down on authenticity, not broad accessibility

  • Split arcade/realism modes properly if necessary

  • Let Ash’s vision steer the ship again




🚨 The Disguise: “Balanced Gameplay” vs. Sim Authenticity

🎭 What the Dev Team Is Doing:

They are presenting arcade mechanics under the friendly umbrella of “gameplay balance” — a term that sounds neutral and professional but is being weaponized to justify unrealistic design choices.

They Say…What It Really Means…
“We made it more fluid.”We sped it up to make it feel more like a fast-paced arcade game.
“We adjusted stamina to keep fights exciting.”We nerfed stamina realism to allow players to throw 80+ punches per round.
“We balanced pressure fighting.”We made aggressive spamming more viable and accessible.
“We improved footwork.”We gave everyone the ability to dash like a featherweight slickster.
“We’re tuning knockdowns to feel impactful.”We added more scripted or overdone animations rather than refining punch physics.

🎯 True Sim Boxing Is Not About "Balance" in the Arcade Sense

Boxing isn’t supposed to be “balanced” like a fighting game. It’s a sport built around styles, disadvantages, strategy, and natural mismatches.

For Example:

  • A pressure fighter should not be able to throw 100 punches a round without gassing.

  • A slick defensive boxer should not be forced to stand in the pocket just because the devs want “more exchanges.”

  • A one-punch KO artist should not need to land 30 clean shots to drop someone.

Yet the team is flattening the gameplay to make every fighter feel competitive in the same way, instead of letting realism naturally create its own risks and rewards.


⚠️ Why This Is a Problem for Sim Fans

  1. Deceptive Design Philosophy
    Using “balance” as a reason to override realism dilutes the promise of a sim experience.

  2. Kills Boxer Identity
    Every style begins to feel the same. You pick Joe Frazier, but he moves like Sugar Ray Leonard.

  3. Undermines Strategy
    Sim boxing should reward:

    • Ring IQ

    • Patience

    • Setup work

    • Range control
      “Balanced gameplay” just rewards high inputs and reaction timing.

  4. Punishes Realistic Play
    If you box like it’s real, you’ll likely lose to someone blitzing with non-stop hooks and dashing.


🧠 Realism IS Balance—in Context

In a true sim:

  • If you spam, you gas.

  • If you’re reckless, you get countered.

  • If you don’t manage distance, you get picked apart.

  • If your boxer is known for power but has bad stamina, that’s your trade-off.

That’s balance—but it’s organic, not forced.


📢 

The team is not balancing the game—they’re flattening it.
They’re not preserving realism—they’re sugarcoating arcade with the word “balance.”
They’re not honoring Ash’s vision—they’re diluting it with design-by-compromise.



 

⚔️ Internal Sabotage or Vision Drift?

🧠 1. Ash Habib’s Clear Vision: Realism/Simulation

As mentioned, Ash has repeatedly stated he wants Undisputed to be a realistic, simulation-style boxing game:

  • Partnering with boxers and analysts.

  • Promoting physics-based mechanics.

  • Marketing the game as a “true boxing simulation.”

So it’s very clear: his vision is grounded in realism.


🧩 2. Gameplay Changes that Contradict the Vision

Certain changes during Early Access and beyond seem to directly contradict this direction:

  • Punches looking floaty or not properly synced with impact.

  • Stamina systems getting tweaked in ways that reward pressure-spamming or discourage strategic pacing.

  • Footwork mechanics being uniform, despite Ash saying not all boxers should move alike.

  • Clinch removal or limitations, despite clinching being a critical part of real boxing.

  • Unrealistic punch volume and lack of real fight rhythm or pacing.

These are changes that hardcore sim fans have rightfully pointed out as "arcadey drift."


🧑‍💻 3. Possible Reasons This Is Happening

Let’s consider a few theories:

A. Team Misalignment

  • Not everyone on the dev team may fully understand or believe in the sim direction.

  • Some may be leaning into "fun = fast = arcade" thinking, which dilutes the realism.

  • This often happens when designers prioritize feedback from casual players or influencers over boxing purists.

B. Publisher Pressure or Market Fear

  • There may be internal pressure to appeal to a broader audience, even if it compromises realism.

  • They may worry that realism is “too niche,” despite Ash and the hardcore fan base proving otherwise.

C. Technical Gaps

  • Perhaps the vision isn’t being properly executed because certain team members can’t build it correctly—lack of expertise in AI, movement physics, or fight logic.

  • So they make compromises to ship something functional instead of perfecting the sim aspects.

D. Sabotage by Comfort Zone

  • Some devs might feel more comfortable building arcade-style systems and resist or "soft sabotage" sim features by making them clunky or less fun.

  • This results in Ash’s ideas getting overridden not directly—but by inertia and misplaced priorities.


🚨 4. The Consequence: Sim Fans Feel Betrayed

  • Hardcore fans like yourself are noticing this disconnect between what Ash is saying and what’s in the game.

  • It feels like the sim community helped push the game into the spotlight, but then the game started mutating into something else once it got a wider audience.


✅ 5. What Could Fix It

  • Ash needs to reassert control over the creative direction and bring in devs who truly understand and respect the sim boxing genre.

  • They need feature gates or a simulation authenticity panel to ensure updates don’t contradict the sim vision.

  • Clear communication about what feedback they’re implementing—and why—would also help rebuild trust.

Why Sports Videogame Fans Are Different — And Why Companies Keep Framing Them Wrong

  Why Sports Videogame Fans Are Different — And Why Companies Keep Framing Them Wrong A Tale of Two Fan Bases Sports video games have alwa...