Sunday, April 13, 2025

Voices from the Corner: Poe’s Unfiltered Truth About Undisputed Boxing Game

 


Here’s a structured collection of quotes and paraphrased sentiments from PoeticDrink2u (Poe), a longtime advocate for a realistic/sim boxing video game, particularly concerning the Undisputed boxing game (formerly known as ESBC). These are based on his known public posts, videos, and commentary over the years:


I. On the Direction of Undisputed

“They had something special in the beginning, but they chose clout and shortcuts over the simulation fans who built them up.”

“Undisputed was marketed as a sim. Now it’s trying to appease arcade fans who don’t even care about boxing.”

"The original ESBC had soul — now it feels like a shell with better lighting."


II. On Developers Ignoring Realism

“They could’ve made the greatest boxing sim of all time — but they got scared of realism.”

“They keep listening to players who don’t even want boxing to feel like boxing.”

“Simulation doesn’t mean boring. Realism can be more exciting when it’s respected.”


III. On SCI and Community Engagement

“They used us — the real boxing fans — to build hype, then turned their backs when casuals came knocking.”

"You silence voices like mine, but cater to people who only play 10 minutes a week.”

"I didn’t want fame — I wanted a boxing game that finally respected the sport."


IV. On Gameplay and Physics

“Where are the punch variations? Where’s footwork being punished or rewarded?”

“Boxing has rhythm and danger. Undisputed has spam and safety.”

"Your stamina bar ain’t sim. Your movement isn’t sim. The punches are floaty and lack conviction."


V. On Being Banned or Silenced

“I wasn’t negative. I was passionate. And they couldn’t handle real critique.”

"Ban me, but you can’t ban the truth — you fumbled the sim game."


VI. On the Fans

“Real fans of the sport don’t want arcade. They want depth, strategy, and realism.”

“We’re not asking for Fight Night again — we’re asking for a game that respects boxing’s layers.”


Voices from the Corner: Poe’s Unfiltered Truth About Undisputed Boxing Game

 


Here’s a structured collection of quotes and paraphrased sentiments from PoeticDrink2u (Poe), a longtime advocate for a realistic/sim boxing video game, particularly concerning the Undisputed boxing game (formerly known as ESBC). These are based on his known public posts, videos, and commentary over the years:


I. On the Direction of Undisputed

“They had something special in the beginning, but they chose clout and shortcuts over the simulation fans who built them up.”

“Undisputed was marketed as a sim. Now it’s trying to appease arcade fans who don’t even care about boxing.”

"The original ESBC had soul — now it feels like a shell with better lighting."


II. On Developers Ignoring Realism

“They could’ve made the greatest boxing sim of all time — but they got scared of realism.”

“They keep listening to players who don’t even want boxing to feel like boxing.”

“Simulation doesn’t mean boring. Realism can be more exciting when it’s respected.”


III. On SCI and Community Engagement

“They used us — the real boxing fans — to build hype, then turned their backs when casuals came knocking.”

"You silence voices like mine, but cater to people who only play 10 minutes a week.”

"I didn’t want fame — I wanted a boxing game that finally respected the sport."


IV. On Gameplay and Physics

“Where are the punch variations? Where’s footwork being punished or rewarded?”

“Boxing has rhythm and danger. Undisputed has spam and safety.”

"Your stamina bar ain’t sim. Your movement isn’t sim. The punches are floaty and lack conviction."


V. On Being Banned or Silenced

“I wasn’t negative. I was passionate. And they couldn’t handle real critique.”

"Ban me, but you can’t ban the truth — you fumbled the sim game."


VI. On the Fans

“Real fans of the sport don’t want arcade. They want depth, strategy, and realism.”

“We’re not asking for Fight Night again — we’re asking for a game that respects boxing’s layers.”


Voices from the Corner: Poe’s Unfiltered Truth About Undisputed Boxing Game

 


Here’s a structured collection of quotes and paraphrased sentiments from PoeticDrink2u (Poe), a longtime advocate for a realistic/sim boxing video game, particularly concerning the Undisputed boxing game (formerly known as ESBC). These are based on his known public posts, videos, and commentary over the years:


I. On the Direction of Undisputed

“They had something special in the beginning, but they chose clout and shortcuts over the simulation fans who built them up.”

“Undisputed was marketed as a sim. Now it’s trying to appease arcade fans who don’t even care about boxing.”

"The original ESBC had soul — now it feels like a shell with better lighting."


II. On Developers Ignoring Realism

“They could’ve made the greatest boxing sim of all time — but they got scared of realism.”

“They keep listening to players who don’t even want boxing to feel like boxing.”

“Simulation doesn’t mean boring. Realism can be more exciting when it’s respected.”


III. On SCI and Community Engagement

“They used us — the real boxing fans — to build hype, then turned their backs when casuals came knocking.”

"You silence voices like mine, but cater to people who only play 10 minutes a week.”

"I didn’t want fame — I wanted a boxing game that finally respected the sport."


IV. On Gameplay and Physics

“Where are the punch variations? Where’s footwork being punished or rewarded?”

“Boxing has rhythm and danger. Undisputed has spam and safety.”

"Your stamina bar ain’t sim. Your movement isn’t sim. The punches are floaty and lack conviction."


V. On Being Banned or Silenced

“I wasn’t negative. I was passionate. And they couldn’t handle real critique.”

"Ban me, but you can’t ban the truth — you fumbled the sim game."


VI. On the Fans

“Real fans of the sport don’t want arcade. They want depth, strategy, and realism.”

“We’re not asking for Fight Night again — we’re asking for a game that respects boxing’s layers.”


Saturday, April 12, 2025

Why NBA 2K Succeeded and Undisputed Struggled: The Power of Having Real Athletes and Fans Behind the Game

 



🏀 NBA 2K: Built with Ballers and Basketball Minds

1. Athlete Involvement (Past and Present)

  • NBA 2K has consistently collaborated with real-life NBA players (both active and retired), including legends like Kobe Bryant, Allen Iverson, and Shaquille O’Neal.

  • These collaborations go beyond just cover art or promo — players have acted as advisors, motion capture actors, and gameplay consultants.

  • 2K also brings in former coaches, trainers, and analysts to help fine-tune AI and play styles.

2. Fan-Turned-Developer Path

  • Many developers and producers on the 2K team were basketball fans first, some even competitive players or analysts.

  • This shows in the attention to detail in playbooks, tendencies, dribble packages, and even coach AI behavior.

3. Detailed Scouting and Data Integration

  • 2K uses Synergy Sports and NBA analytics data to feed real-world tendencies into their player logic.

  • Player hot zones, stamina decay, tendencies, and even off-ball movement are driven by this real-world data pipeline.

4. Community Partnership

  • Through their 2K NextMakers program, they elevate passionate creators and give them access to dev insights and feedback channels.

  • This has cultivated a tight-knit feedback loop between devs and fans that constantly improves gameplay depth.


🥊 Undisputed (SCI): Developed in a Vacuum?

1. Minimal Boxer Involvement During Development

  • Most real boxers associated with Undisputed were signed for licensing, not gameplay development.

  • SCI rarely involved them for AI tendencies, animation breakdowns, or gameplay realism — even though those athletes could provide unmatched insight.

2. Lack of Boxing Game Veterans or Real Trainers on Dev Team

  • No public acknowledgment of having trainers, cornermen, judges, or cutmen involved in feature design.

  • No evidence of hiring former boxing game developers or simulation sports engineers to guide gameplay balance.

3. Fan Disconnect

  • SCI’s early adopters were mostly YouTubers and influencers, some of whom lacked boxing knowledge.

  • Developers rarely engaged directly with hardcore boxing simulation fans or used real boxing historians to validate authenticity.

4. Inconsistent Vision

  • Undisputed started as a sim-based passion project (under ESBC), but slowly pivoted toward an arcadey, influencer-friendly design with diluted mechanics.

  • This inconsistency shows a lack of leadership grounded in boxing realism, and a failure to stick to the foundational promise of creating “the most authentic boxing sim ever.”


🎯 Key Difference in Mindset

AspectNBA 2KUndisputed (SCI)
Core Team BackgroundBasketball players/fans turned devsGeneral devs, indie start, few boxers
Athlete InvolvementIntegral to gameplay and motion designMostly for marketing/licensing
Realism PhilosophyData-driven sim with depth and optionsInitially sim, then arcadey pivot
Community EngagementStructured programs (NextMakers, etc.)Reactive feedback, influencer-focused
Gameplay DirectionDeep basketball sim with arcade togglesHybrid game lacking full sim mechanics

Conclusion

NBA 2K became a benchmark because its development team lived and breathed basketball — on the court, in the film room, and in analytics labs. That passion translated into gameplay systems that not only looked right but played right.

Undisputed, despite good intentions, lacks that same DNA. Until real boxing minds are placed at the heart of development, and the focus returns to simulation, the game will continue to feel like a compromise.

Why NBA 2K Succeeded and Undisputed Struggled: The Power of Having Real Athletes and Fans Behind the Game

 



🏀 NBA 2K: Built with Ballers and Basketball Minds

1. Athlete Involvement (Past and Present)

  • NBA 2K has consistently collaborated with real-life NBA players (both active and retired), including legends like Kobe Bryant, Allen Iverson, and Shaquille O’Neal.

  • These collaborations go beyond just cover art or promo — players have acted as advisors, motion capture actors, and gameplay consultants.

  • 2K also brings in former coaches, trainers, and analysts to help fine-tune AI and play styles.

2. Fan-Turned-Developer Path

  • Many developers and producers on the 2K team were basketball fans first, some even competitive players or analysts.

  • This shows in the attention to detail in playbooks, tendencies, dribble packages, and even coach AI behavior.

3. Detailed Scouting and Data Integration

  • 2K uses Synergy Sports and NBA analytics data to feed real-world tendencies into their player logic.

  • Player hot zones, stamina decay, tendencies, and even off-ball movement are driven by this real-world data pipeline.

4. Community Partnership

  • Through their 2K NextMakers program, they elevate passionate creators and give them access to dev insights and feedback channels.

  • This has cultivated a tight-knit feedback loop between devs and fans that constantly improves gameplay depth.


🥊 Undisputed (SCI): Developed in a Vacuum?

1. Minimal Boxer Involvement During Development

  • Most real boxers associated with Undisputed were signed for licensing, not gameplay development.

  • SCI rarely involved them for AI tendencies, animation breakdowns, or gameplay realism — even though those athletes could provide unmatched insight.

2. Lack of Boxing Game Veterans or Real Trainers on Dev Team

  • No public acknowledgment of having trainers, cornermen, judges, or cutmen involved in feature design.

  • No evidence of hiring former boxing game developers or simulation sports engineers to guide gameplay balance.

3. Fan Disconnect

  • SCI’s early adopters were mostly YouTubers and influencers, some of whom lacked boxing knowledge.

  • Developers rarely engaged directly with hardcore boxing simulation fans or used real boxing historians to validate authenticity.

4. Inconsistent Vision

  • Undisputed started as a sim-based passion project (under ESBC), but slowly pivoted toward an arcadey, influencer-friendly design with diluted mechanics.

  • This inconsistency shows a lack of leadership grounded in boxing realism, and a failure to stick to the foundational promise of creating “the most authentic boxing sim ever.”


🎯 Key Difference in Mindset

AspectNBA 2KUndisputed (SCI)
Core Team BackgroundBasketball players/fans turned devsGeneral devs, indie start, few boxers
Athlete InvolvementIntegral to gameplay and motion designMostly for marketing/licensing
Realism PhilosophyData-driven sim with depth and optionsInitially sim, then arcadey pivot
Community EngagementStructured programs (NextMakers, etc.)Reactive feedback, influencer-focused
Gameplay DirectionDeep basketball sim with arcade togglesHybrid game lacking full sim mechanics

Conclusion

NBA 2K became a benchmark because its development team lived and breathed basketball — on the court, in the film room, and in analytics labs. That passion translated into gameplay systems that not only looked right but played right.

Undisputed, despite good intentions, lacks that same DNA. Until real boxing minds are placed at the heart of development, and the focus returns to simulation, the game will continue to feel like a compromise.

Why NBA 2K Succeeded and Undisputed Struggled: The Power of Having Real Athletes and Fans Behind the Game

 



🏀 NBA 2K: Built with Ballers and Basketball Minds

1. Athlete Involvement (Past and Present)

  • NBA 2K has consistently collaborated with real-life NBA players (both active and retired), including legends like Kobe Bryant, Allen Iverson, and Shaquille O’Neal.

  • These collaborations go beyond just cover art or promo — players have acted as advisors, motion capture actors, and gameplay consultants.

  • 2K also brings in former coaches, trainers, and analysts to help fine-tune AI and play styles.

2. Fan-Turned-Developer Path

  • Many developers and producers on the 2K team were basketball fans first, some even competitive players or analysts.

  • This shows in the attention to detail in playbooks, tendencies, dribble packages, and even coach AI behavior.

3. Detailed Scouting and Data Integration

  • 2K uses Synergy Sports and NBA analytics data to feed real-world tendencies into their player logic.

  • Player hot zones, stamina decay, tendencies, and even off-ball movement are driven by this real-world data pipeline.

4. Community Partnership

  • Through their 2K NextMakers program, they elevate passionate creators and give them access to dev insights and feedback channels.

  • This has cultivated a tight-knit feedback loop between devs and fans that constantly improves gameplay depth.


🥊 Undisputed (SCI): Developed in a Vacuum?

1. Minimal Boxer Involvement During Development

  • Most real boxers associated with Undisputed were signed for licensing, not gameplay development.

  • SCI rarely involved them for AI tendencies, animation breakdowns, or gameplay realism — even though those athletes could provide unmatched insight.

2. Lack of Boxing Game Veterans or Real Trainers on Dev Team

  • No public acknowledgment of having trainers, cornermen, judges, or cutmen involved in feature design.

  • No evidence of hiring former boxing game developers or simulation sports engineers to guide gameplay balance.

3. Fan Disconnect

  • SCI’s early adopters were mostly YouTubers and influencers, some of whom lacked boxing knowledge.

  • Developers rarely engaged directly with hardcore boxing simulation fans or used real boxing historians to validate authenticity.

4. Inconsistent Vision

  • Undisputed started as a sim-based passion project (under ESBC), but slowly pivoted toward an arcadey, influencer-friendly design with diluted mechanics.

  • This inconsistency shows a lack of leadership grounded in boxing realism, and a failure to stick to the foundational promise of creating “the most authentic boxing sim ever.”


🎯 Key Difference in Mindset

AspectNBA 2KUndisputed (SCI)
Core Team BackgroundBasketball players/fans turned devsGeneral devs, indie start, few boxers
Athlete InvolvementIntegral to gameplay and motion designMostly for marketing/licensing
Realism PhilosophyData-driven sim with depth and optionsInitially sim, then arcadey pivot
Community EngagementStructured programs (NextMakers, etc.)Reactive feedback, influencer-focused
Gameplay DirectionDeep basketball sim with arcade togglesHybrid game lacking full sim mechanics

Conclusion

NBA 2K became a benchmark because its development team lived and breathed basketball — on the court, in the film room, and in analytics labs. That passion translated into gameplay systems that not only looked right but played right.

Undisputed, despite good intentions, lacks that same DNA. Until real boxing minds are placed at the heart of development, and the focus returns to simulation, the game will continue to feel like a compromise.

SCI and Boxing Dropped the Ball: A Missed Opportunity to Use Gaming to Push the Sport

 



SCI and Boxing Dropped the Ball: A Missed Opportunity to Use Gaming to Push the Sport

Introduction: Gaming as a Vehicle for Growth

In a world where sports are increasingly intertwined with digital platforms, boxing had a massive opportunity to revitalize itself through the gaming medium. Sports like the NFL, NBA, and FIFA have long leveraged video games not only for profit but to grow fan engagement, educate new audiences, and immortalize their stars. Yet boxing — already dealing with fragmented promotions, lack of mainstream visibility, and aging fan demographics — allowed that moment to slip through its fingers. A key player in that missed opportunity? Steel City Interactive (SCI) and their game, Undisputed.


Section 1: Boxing's Natural Fit with Gaming

  • A sport built for drama: Boxing is cinematic, emotional, and intense — tailor-made for storytelling and simulation in games.

  • Real boxers as global brands: Imagine the impact if today's stars — like Terence Crawford, Naoya Inoue, or Claressa Shields — had proper in-game representation paired with educational gameplay and deep lore integration.

  • Crossover potential: A well-made boxing game could bridge the gap between casual sports gamers and hardcore fight fans, pulling in new demographics through compelling gameplay.


Section 2: SCI’s False Start

  • Initial promise: Undisputed (formerly ESBC) was promoted as the savior of boxing gaming — grounded in realism, with a huge roster and a passion for authenticity.

  • What went wrong:

    • Backtracking on realism, shifting toward arcade elements.

    • Incomplete features despite years in development.

    • Poor communication and fractured community management.

    • Ignoring key voices from the boxing simulation community, including fans who could have helped shape the game into something revolutionary.


Section 3: The Opportunity They Missed

  • Cultural momentum: With YouTube boxing, celebrity fights, and crossover events at a high, a real simulation boxing game could've redirected the spotlight back to legitimate boxers and deepened respect for the sport’s heritage.

  • Long-term IP value: Imagine a franchise that could’ve done for boxing what 2K did for basketball — annual updates, deep career modes, tournaments, and the ability to bring history alive through playable legends and evolving storylines.

  • E-Sports and broadcast integration: With a serious competitive scene and broadcast-style presentation, boxing could’ve had monthly cards, AI vs. AI simulations, and creator-driven leagues.


Section 4: Boxing as a Whole Is Also at Fault

  • Lack of investment: Promoters, networks, and governing bodies didn’t see the bigger picture. No backing, no marketing synergy.

  • Boxers missing the movement: While other athletes partner with devs, stream their games, and invest in esports, most boxers were passive — unaware or uninterested in how games could shape their public legacy.


Section 5: The Path Forward (If Anyone’s Listening)

  • A relaunch, not a sequel: Boxing doesn't need a patch — it needs a re-commitment to a full simulation-based game with passion and purpose.

  • Hire experts, not influencers: Put real boxers, trainers, historians, and hardcore sim fans in the room — not just marketing figures.

  • Let the game push the sport: A great boxing game can promote upcoming fights, teach scoring, highlight styles, and make casuals care about matchups they’d otherwise ignore.


Conclusion: From Missed to Masterpiece

SCI had a once-in-a-generation chance to connect a fractured sport with a new, global audience through immersive gaming. Instead, they compromised vision for trend-chasing. Boxing — a sport desperately needing a digital revival — was left waiting on the canvas. The next team that steps into this ring must treat boxing games not as side projects or vanity tools, but as strategic pillars that could help grow, preserve, and celebrate the sport.

SCI and Boxing Dropped the Ball: A Missed Opportunity to Use Gaming to Push the Sport

 



SCI and Boxing Dropped the Ball: A Missed Opportunity to Use Gaming to Push the Sport

Introduction: Gaming as a Vehicle for Growth

In a world where sports are increasingly intertwined with digital platforms, boxing had a massive opportunity to revitalize itself through the gaming medium. Sports like the NFL, NBA, and FIFA have long leveraged video games not only for profit but to grow fan engagement, educate new audiences, and immortalize their stars. Yet boxing — already dealing with fragmented promotions, lack of mainstream visibility, and aging fan demographics — allowed that moment to slip through its fingers. A key player in that missed opportunity? Steel City Interactive (SCI) and their game, Undisputed.


Section 1: Boxing's Natural Fit with Gaming

  • A sport built for drama: Boxing is cinematic, emotional, and intense — tailor-made for storytelling and simulation in games.

  • Real boxers as global brands: Imagine the impact if today's stars — like Terence Crawford, Naoya Inoue, or Claressa Shields — had proper in-game representation paired with educational gameplay and deep lore integration.

  • Crossover potential: A well-made boxing game could bridge the gap between casual sports gamers and hardcore fight fans, pulling in new demographics through compelling gameplay.


Section 2: SCI’s False Start

  • Initial promise: Undisputed (formerly ESBC) was promoted as the savior of boxing gaming — grounded in realism, with a huge roster and a passion for authenticity.

  • What went wrong:

    • Backtracking on realism, shifting toward arcade elements.

    • Incomplete features despite years in development.

    • Poor communication and fractured community management.

    • Ignoring key voices from the boxing simulation community, including fans who could have helped shape the game into something revolutionary.


Section 3: The Opportunity They Missed

  • Cultural momentum: With YouTube boxing, celebrity fights, and crossover events at a high, a real simulation boxing game could've redirected the spotlight back to legitimate boxers and deepened respect for the sport’s heritage.

  • Long-term IP value: Imagine a franchise that could’ve done for boxing what 2K did for basketball — annual updates, deep career modes, tournaments, and the ability to bring history alive through playable legends and evolving storylines.

  • E-Sports and broadcast integration: With a serious competitive scene and broadcast-style presentation, boxing could’ve had monthly cards, AI vs. AI simulations, and creator-driven leagues.


Section 4: Boxing as a Whole Is Also at Fault

  • Lack of investment: Promoters, networks, and governing bodies didn’t see the bigger picture. No backing, no marketing synergy.

  • Boxers missing the movement: While other athletes partner with devs, stream their games, and invest in esports, most boxers were passive — unaware or uninterested in how games could shape their public legacy.


Section 5: The Path Forward (If Anyone’s Listening)

  • A relaunch, not a sequel: Boxing doesn't need a patch — it needs a re-commitment to a full simulation-based game with passion and purpose.

  • Hire experts, not influencers: Put real boxers, trainers, historians, and hardcore sim fans in the room — not just marketing figures.

  • Let the game push the sport: A great boxing game can promote upcoming fights, teach scoring, highlight styles, and make casuals care about matchups they’d otherwise ignore.


Conclusion: From Missed to Masterpiece

SCI had a once-in-a-generation chance to connect a fractured sport with a new, global audience through immersive gaming. Instead, they compromised vision for trend-chasing. Boxing — a sport desperately needing a digital revival — was left waiting on the canvas. The next team that steps into this ring must treat boxing games not as side projects or vanity tools, but as strategic pillars that could help grow, preserve, and celebrate the sport.

SCI and Boxing Dropped the Ball: A Missed Opportunity to Use Gaming to Push the Sport

 



SCI and Boxing Dropped the Ball: A Missed Opportunity to Use Gaming to Push the Sport

Introduction: Gaming as a Vehicle for Growth

In a world where sports are increasingly intertwined with digital platforms, boxing had a massive opportunity to revitalize itself through the gaming medium. Sports like the NFL, NBA, and FIFA have long leveraged video games not only for profit but to grow fan engagement, educate new audiences, and immortalize their stars. Yet boxing — already dealing with fragmented promotions, lack of mainstream visibility, and aging fan demographics — allowed that moment to slip through its fingers. A key player in that missed opportunity? Steel City Interactive (SCI) and their game, Undisputed.


Section 1: Boxing's Natural Fit with Gaming

  • A sport built for drama: Boxing is cinematic, emotional, and intense — tailor-made for storytelling and simulation in games.

  • Real boxers as global brands: Imagine the impact if today's stars — like Terence Crawford, Naoya Inoue, or Claressa Shields — had proper in-game representation paired with educational gameplay and deep lore integration.

  • Crossover potential: A well-made boxing game could bridge the gap between casual sports gamers and hardcore fight fans, pulling in new demographics through compelling gameplay.


Section 2: SCI’s False Start

  • Initial promise: Undisputed (formerly ESBC) was promoted as the savior of boxing gaming — grounded in realism, with a huge roster and a passion for authenticity.

  • What went wrong:

    • Backtracking on realism, shifting toward arcade elements.

    • Incomplete features despite years in development.

    • Poor communication and fractured community management.

    • Ignoring key voices from the boxing simulation community, including fans who could have helped shape the game into something revolutionary.


Section 3: The Opportunity They Missed

  • Cultural momentum: With YouTube boxing, celebrity fights, and crossover events at a high, a real simulation boxing game could've redirected the spotlight back to legitimate boxers and deepened respect for the sport’s heritage.

  • Long-term IP value: Imagine a franchise that could’ve done for boxing what 2K did for basketball — annual updates, deep career modes, tournaments, and the ability to bring history alive through playable legends and evolving storylines.

  • E-Sports and broadcast integration: With a serious competitive scene and broadcast-style presentation, boxing could’ve had monthly cards, AI vs. AI simulations, and creator-driven leagues.


Section 4: Boxing as a Whole Is Also at Fault

  • Lack of investment: Promoters, networks, and governing bodies didn’t see the bigger picture. No backing, no marketing synergy.

  • Boxers missing the movement: While other athletes partner with devs, stream their games, and invest in esports, most boxers were passive — unaware or uninterested in how games could shape their public legacy.


Section 5: The Path Forward (If Anyone’s Listening)

  • A relaunch, not a sequel: Boxing doesn't need a patch — it needs a re-commitment to a full simulation-based game with passion and purpose.

  • Hire experts, not influencers: Put real boxers, trainers, historians, and hardcore sim fans in the room — not just marketing figures.

  • Let the game push the sport: A great boxing game can promote upcoming fights, teach scoring, highlight styles, and make casuals care about matchups they’d otherwise ignore.


Conclusion: From Missed to Masterpiece

SCI had a once-in-a-generation chance to connect a fractured sport with a new, global audience through immersive gaming. Instead, they compromised vision for trend-chasing. Boxing — a sport desperately needing a digital revival — was left waiting on the canvas. The next team that steps into this ring must treat boxing games not as side projects or vanity tools, but as strategic pillars that could help grow, preserve, and celebrate the sport.

A Boxing Video Game Is a Great Thing for the Sport—So Why Isn't Boxing Using It to Its Advantage?

 


A Boxing Video Game Is a Great Thing for the Sport—So Why Isn't Boxing Using It to Its Advantage?


Introduction

The phrase gets repeated often: “A boxing video game is great for boxing.” But despite this truth, the sport itself continues to overlook the tremendous opportunity it has in front of it. With the power to reach younger audiences, immortalize legends, and promote upcoming talent, a properly executed boxing video game could do more for the sport than many promotional deals or one-time mega-fights. Yet here we are in 2025, and boxing—the sport, the promoters, and the networks—still fail to capitalize on this potential.


1. The Power of the Digital Ring

Video games have evolved into global platforms for exposure. Just look at what FIFA and NBA 2K have done for their respective sports: they introduce new fans, deepen the connection with old ones, and give players and teams year-round relevance. Boxing, however, hasn’t had a strong digital presence since the days of Fight Night Champion, and even that was a hybridized version of the sport, not a full sim.

When boxing does get a game—as in the case of Undisputed—the sport treats it like a novelty, rather than a platform to expand the boxing universe. There’s no real synergy between promoters, networks, and the development team to ensure the game promotes the sport organically.


2. Why Isn't Boxing Involved?

Here are a few glaring oversights:

  • Lack of Promotional Integration: Promoters like Matchroom, PBC, Golden Boy, and Top Rank could be using a game to showcase their fighters year-round—especially the lesser-known ones—but there's no structured effort to integrate the game into their marketing strategies.

  • Neglecting Future Stars: Boxing could use a game to build storylines around upcoming prospects. Instead, most licensed boxers in recent games are throwbacks, legends, or a few current names without personality or progression.

  • Failure to Educate New Audiences: A boxing sim could teach fans about styles, strategy, ring IQ, scoring, and history. It could demystify boxing in a way that brings fans deeper into the sport. Yet boxing powers don’t lobby for a game that captures this side of the sport.


3. Other Sports Leverage Gaming—Why Not Boxing?

Compare this to the NFL, NBA, MLB, and even UFC. These sports understand that their video games are more than entertainment—they're tools for engagement, brand building, education, and even scouting (as seen in how players mimic game strategies in real life).

Boxing could take a page out of this book:

  • Host online tournaments featuring real boxers or promoters

  • Tie upcoming real-world fights into in-game events or career mode paths

  • Feature commentary, gyms, or promotional rivalries in story modes

  • Allow players to recreate real events or fantasy matchups, fueling fan interest

But none of that is happening because boxing as a whole is too fragmented, and no one’s stepped up to centralize the vision.


4. Lost Opportunities in Licensing and Legacy

So many legendary boxers could find renewed popularity with younger fans through a game. Imagine teens learning about Harry Greb, Salvador Sanchez, or Carmen Basilio through a richly detailed, well-crafted sim that explains their stories and lets you fight as them with era-specific rules and gear.

Instead, fighters have to individually negotiate licensing deals, meaning many are left out. There’s no Boxing Legends Fund or centralized archive to make licensing seamless like there is with NBA or NFL legends. The sport loses out on preserving its legacy, and fans lose access to its history.


5. The Industry Needs to Wake Up

The boxing world needs to stop seeing a video game as just a “nice addition” and start treating it as a core tool for growth. This requires:

  • Fighters actively participating in development

  • Promoters providing access and support instead of seeing games as competition

  • Networks working with game developers to bring commentary, venues, and broadcast integration into the digital ring

  • Sanctioning bodies working to promote their champions and weight classes through the game, not just title belts on fight night


Conclusion: Real Potential, Wasted

A great boxing video game isn’t just good for boxing—it could revitalize it. It could become a portal to the past, a showcase for the present, and a springboard for the future. But boxing’s gatekeepers must stop being shortsighted and start investing in the long-term value of digital engagement. Until then, boxing will continue to watch from the sidelines while other sports thrive in the virtual arena.

A Boxing Video Game Is a Great Thing for the Sport—So Why Isn't Boxing Using It to Its Advantage?

 


A Boxing Video Game Is a Great Thing for the Sport—So Why Isn't Boxing Using It to Its Advantage?


Introduction

The phrase gets repeated often: “A boxing video game is great for boxing.” But despite this truth, the sport itself continues to overlook the tremendous opportunity it has in front of it. With the power to reach younger audiences, immortalize legends, and promote upcoming talent, a properly executed boxing video game could do more for the sport than many promotional deals or one-time mega-fights. Yet here we are in 2025, and boxing—the sport, the promoters, and the networks—still fail to capitalize on this potential.


1. The Power of the Digital Ring

Video games have evolved into global platforms for exposure. Just look at what FIFA and NBA 2K have done for their respective sports: they introduce new fans, deepen the connection with old ones, and give players and teams year-round relevance. Boxing, however, hasn’t had a strong digital presence since the days of Fight Night Champion, and even that was a hybridized version of the sport, not a full sim.

When boxing does get a game—as in the case of Undisputed—the sport treats it like a novelty, rather than a platform to expand the boxing universe. There’s no real synergy between promoters, networks, and the development team to ensure the game promotes the sport organically.


2. Why Isn't Boxing Involved?

Here are a few glaring oversights:

  • Lack of Promotional Integration: Promoters like Matchroom, PBC, Golden Boy, and Top Rank could be using a game to showcase their fighters year-round—especially the lesser-known ones—but there's no structured effort to integrate the game into their marketing strategies.

  • Neglecting Future Stars: Boxing could use a game to build storylines around upcoming prospects. Instead, most licensed boxers in recent games are throwbacks, legends, or a few current names without personality or progression.

  • Failure to Educate New Audiences: A boxing sim could teach fans about styles, strategy, ring IQ, scoring, and history. It could demystify boxing in a way that brings fans deeper into the sport. Yet boxing powers don’t lobby for a game that captures this side of the sport.


3. Other Sports Leverage Gaming—Why Not Boxing?

Compare this to the NFL, NBA, MLB, and even UFC. These sports understand that their video games are more than entertainment—they're tools for engagement, brand building, education, and even scouting (as seen in how players mimic game strategies in real life).

Boxing could take a page out of this book:

  • Host online tournaments featuring real boxers or promoters

  • Tie upcoming real-world fights into in-game events or career mode paths

  • Feature commentary, gyms, or promotional rivalries in story modes

  • Allow players to recreate real events or fantasy matchups, fueling fan interest

But none of that is happening because boxing as a whole is too fragmented, and no one’s stepped up to centralize the vision.


4. Lost Opportunities in Licensing and Legacy

So many legendary boxers could find renewed popularity with younger fans through a game. Imagine teens learning about Harry Greb, Salvador Sanchez, or Carmen Basilio through a richly detailed, well-crafted sim that explains their stories and lets you fight as them with era-specific rules and gear.

Instead, fighters have to individually negotiate licensing deals, meaning many are left out. There’s no Boxing Legends Fund or centralized archive to make licensing seamless like there is with NBA or NFL legends. The sport loses out on preserving its legacy, and fans lose access to its history.


5. The Industry Needs to Wake Up

The boxing world needs to stop seeing a video game as just a “nice addition” and start treating it as a core tool for growth. This requires:

  • Fighters actively participating in development

  • Promoters providing access and support instead of seeing games as competition

  • Networks working with game developers to bring commentary, venues, and broadcast integration into the digital ring

  • Sanctioning bodies working to promote their champions and weight classes through the game, not just title belts on fight night


Conclusion: Real Potential, Wasted

A great boxing video game isn’t just good for boxing—it could revitalize it. It could become a portal to the past, a showcase for the present, and a springboard for the future. But boxing’s gatekeepers must stop being shortsighted and start investing in the long-term value of digital engagement. Until then, boxing will continue to watch from the sidelines while other sports thrive in the virtual arena.

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...