Sunday, April 13, 2025

How a Lead Combat Designer Could Save Undisputed and Deliver the Realistic Boxing Game Fans Deserve

 


A Lead Combat Designer brought onto Undisputed by Steel City Interactive (SCI) could be the single most impactful hire to reshape the game toward true boxing simulation. Here's a detailed breakdown of what they would do, how they would contribute, and specific changes they would push to elevate the gameplay to a higher standard—especially from the perspective of realism and mechanical authenticity.


๐Ÿ”ง I. Role of a Lead Combat Designer in Undisputed

A Lead Combat Designer’s job is to define, refine, and balance all core gameplay mechanics related to combat. In a boxing game, this includes:

  • Punch mechanics and timing systems

  • Defensive systems (blocks, parries, head movement)

  • Stamina and health logic

  • Hit reactions and damage modeling

  • Footwork and movement systems

  • Fighter differentiation and style implementation

  • Tuning AI and player experience for realism vs. accessibility

This designer would bridge the gap between boxing authenticity and fluid, competitive gameplay—making sure every mechanic feels fair, believable, and rewarding.


๐Ÿง  II. Strategic Contributions to SCI’s Undisputed

1. Overhaul Punch System

  • Introduce true punch variance: angles, arcs, speed, and impact physics.

  • Prevent spam by linking punches to body weight transfer, balance, and rhythm.

  • Improve punch interruption logic—punches should clash, cancel, or redirect based on timing and positioning.

  • Refine punch input registration to prevent delay or input stacking.

๐Ÿ“Œ Why this matters: Current system lacks depth and flow. A punch system overhaul adds realism, strategic value, and variety.


2. Realistic Defensive Mechanics

  • Implement multiple block styles (Philly shell, high guard, cross-arm, peek-a-boo).

  • Add dynamic block integrity—blocks wear down or misalign based on fatigue, angle, or repeated shots.

  • Introduce frame-accurate head movement with realistic vulnerability windows (like slipping into uppercuts).

  • Allow for manual parrying and deflecting punches—not just basic blocks or auto-deflections.

๐Ÿ“Œ Why this matters: Defensive diversity creates chess-like exchanges instead of rock-paper-scissors spam.


3. Balance Footwork and Positioning

  • Separate footwork mechanics from animations—introduce short hops, pivots, gliding, and cut-off steps.

  • Penalize overuse of Loose Movement—make it style- and trait-dependent (not universal).

  • Include foot planting for power punches and slipping while moving backwards or laterally under pressure.

๐Ÿ“Œ Why this matters: Positioning is the foundation of boxing. Right now, fighters can move unrealistically without penalty or purpose.


4. Rebuild AI Systems with Realistic Tendencies

  • Integrate AI sliders for tendencies, style fidelity, and situational adjustments.

  • Assign style profiles to real boxers—Floyd’s defense, Tyson’s pressure, Loma’s angles, etc.

  • Create a risk/reward AI logic loop that includes survival tactics, fake-outs, pacing, feints, and cornering strategies.

๐Ÿ“Œ Why this matters: Currently, AI feels generic and doesn't reflect the real-life boxers' fighting styles.


5. Stamina, Damage, and Risk-Rewards Overhaul

  • Link stamina and punch output more deeply—high-output costs more, low-output with accuracy is rewarded.

  • Apply body language fatigue—punches slow down, posture changes, reactions dull with damage.

  • Add dynamic damage modeling—targeted areas swell, redden, cut, or bruise based on accumulative trauma.

๐Ÿ“Œ Why this matters: The game currently rewards spam and activity over precision and discipline.


6. True Boxer Differentiation

  • Enforce trait and capability systems—not every boxer can switch stances or move fluently backwards.

  • Make fighting outside your style feel clunky (e.g., a brawler trying to outbox like Mayweather).

  • Integrate custom tendency templates for created fighters and CPU fighters in career and online.

๐Ÿ“Œ Why this matters: Every boxer should feel unique. Styles should make fights, not just be cosmetic.


7. Punch Reactions and Impact Logic

  • Replace generic reactions with graded punch responses (slight flinch, head snap, stutter-step, knockdown).

  • Add situational reactions like tangled arms near ropes, stumbling from wild misses, falling into ropes.

๐Ÿ“Œ Why this matters: Impact feedback should feel organic, not scripted or robotic.


8. Fix Core Interaction Issues

  • Solve desync between animations and input.

  • Add collision logic between gloves, arms, and body.

  • Rebuild rope interaction so players don’t phase through them or bounce off unrealistically.

๐Ÿ“Œ Why this matters: Poor physics and animations kill immersion and believability.


9. Introduce Style-Based Control Mapping (Optional)

  • Let users select control schemes tied to boxer types—one layout for outside boxers, another for pressure fighters.

  • Adds a deeper layer for simulation players, while still supporting casual play.

๐Ÿ“Œ Why this matters: Offers more control fidelity without making things overly complex.


๐Ÿ› ️ III. Technical & Collaborative Responsibilities

  • Work directly with animators to tune punch speeds, follow-through, and recovery frames.

  • Collaborate with AI programmers to translate real boxer behavior into AI scripts and profiles.

  • Run balance passes using player feedback and data from high-level testers.

  • Build a combat sandbox for testing tweaks in isolation before pushing to the full build.

  • Create documentation for combat design philosophy so the entire team shares the same vision.


IV. The Net Benefit to Undisputed

AreaBeforeAfter Lead Combat Designer
Punch VarietyLimited and repetitiveDozens of realistic punch angles, styles
AI BehaviorGeneric, predictableTrue-to-boxer style, adaptive strategies
DefenseOversimplifiedLayered, customizable, realistic defense systems
MovementGliding, unrealisticBalanced, footwork-based, positional boxing
RealismInconsistentCohesive simulation grounded in boxing science
Game IdentityConfused between arcade and simClear direction toward simulation excellence


A Lead Combat Designer is the missing general in SCI’s army. They bring structure, realism, and accountability to the gameplay loop—ensuring Undisputed lives up to the name not just in marketing, but in every punch thrown, every dodge made, and every decision in the ring.


๐Ÿงฉ V. Systems & Features a Lead Combat Designer Would Add or Overhaul (Advanced Layer)

1. Momentum and Ring Control System

  • Implement a momentum meter (not HUD-visible unless enabled) that tracks cumulative impact, aggression, ring generalship, and accuracy — influencing judges and crowd reactions.

  • Encourage smart aggression: Walking someone down intelligently builds favor, while mindless chasing penalizes stamina and positioning.

  • Add ring control zones where AI or players fight better when dictating center ring or cutting off corners.

๐ŸฅŠ Sim boxing isn’t just about landing punches—it’s about control. This system would make ring generalship matter.


2. Realistic Punch Setup & Rhythm Penalties

  • Create a setup requirement for certain punches—e.g., big right hands off jabs or hooks after body shots.

  • Penalize users who throw advanced punches cold (without setup) through slower startup, accuracy drop, or exposure.

  • Introduce rhythm recognition AI that adjusts to predictable patterns and exploits them.

๐ŸŽฏ Real boxers use deception and setups. This system punishes robotic spam while rewarding smart tactics.


3. Countering and Timing System Redesign

  • Add a true timing-based counter window that’s tight but rewarding — not overly generous.

  • Include missed counter penalty: whiffing a counter window could leave the boxer off-balance or open to body shots.

  • Visual/audio cues could reinforce the timing for newer players (toggleable for realism settings).

๐Ÿง  This would simulate high-level exchanges where both fighters read each other, not just button mashing.


4. Situational Animations and Environmental Awareness

  • Add dynamic animations near ropes and corners:

    • Boxer gets pushed into ropes and rebounds awkwardly.

    • Boxer gets pinned and tries to roll or clinch out.

    • Boxer stumbles from a wide punch and lands half-outside ropes.

  • Trigger fatigue body language: slumped shoulders, labored breathing, dropped guard after exchanges.

๐ŸŽฅ Animation should sell the narrative of the round. A Lead Combat Designer ensures every moment looks believable.


5. Clinch Mechanics Overhaul

  • Introduce manual clinch engagement (initiated based on button + distance + fatigue).

  • Allow boxers to:

    • Clinch defensively to recover.

    • Clinch offensively to maul and work the body.

    • Break out of clinches with counters or referee involvement.

  • Add trainer and referee variables — some refs break clinches fast; others let them develop.

๐Ÿค Clinch is part of boxing. Without it, you lose an entire in-fight recovery and control system.


6. Fight Flow Logic

  • Implement fight phase logic: Early Rounds, Mid Rounds, Championship Rounds. These influence AI behavior:

    • Early: Boxers feel each other out.

    • Mid: Adjustments, game plans start showing.

    • Late: Urgency kicks in — AI either survives, goes all-out, or coast to a decision.

  • Player fighters would feel pressure from corner/team to adjust pace or shift strategies.

๐Ÿงฌ Sim fights have arcs. Flat fights from Round 1 to Round 12 miss what boxing is all about.


7. In-Fight Strategy Adjustments (Between Rounds)

  • Introduce between-round strategy menus: offensive shift, more movement, counter-focus, rest-focused.

  • Let corner give real audio advice based on tendencies, health, round scoring.

  • AI would shift tendencies accordingly — e.g., Tyson AI goes all-out if down 4 rounds in a title fight.

๐Ÿ—ฃ️ A Lead Combat Designer brings the corner to life, making adjustments mean something.


๐Ÿ“ˆ VI. Structural Development Shifts the Lead Combat Designer Would Push

1. Unified Combat System Vision

  • Create a Combat Philosophy Document that defines how boxing is represented in Undisputed.

  • Establish non-negotiable simulation standards—ensuring combat updates never drift toward arcade gameplay again.

  • Set up weekly playtests and feedback loops from boxing experts (not just content creators).


2. Combat Design Tools for Designers and AI Programmers

  • Develop editor tools to allow fast testing of punch properties (speed, power, arc, recovery) without recompiling the whole game.

  • Build a fighter AI builder interface that lets designers script AI based on:

    • Style

    • Risk tolerance

    • Adaptability

    • Defense bias

    • Output control


3. Boxing Style Hierarchy and Family Tree

  • Implement a system that defines boxing style categories and subtypes, such as:

    • Base Styles: Out-Boxer, Swarmer, Counterpuncher, Brawler, Boxer-Puncher

    • Hybrids: Pressure-Counterpuncher, Slugger-Boxer, Mobile-Puncher

    • Layered Traits: Inside specialist, body puncher, volume puncher, feinter

๐Ÿ“š This structure allows more nuanced AI and accurate representation of real and created fighters.


4. Real-Time Match Diagnostics

  • Build a system that tracks:

    • Accuracy % per punch type

    • Hit location density maps

    • Movement heat maps (where fighter spent most of the round)

    • Defensive efficiency (slips, blocks, parries)

This would fuel post-fight analytics and help players understand what went wrong — or right.


๐Ÿง  VII. Long-Term Combat Designer Vision for Undisputed

Vision ComponentDescription
๐ŸŽฏ Combat Identity“This game represents boxing, not just fighting.” No overlap with arcade fighter mechanics.
๐Ÿงฌ Style-Driven OutcomesEach fight looks different. Outcomes aren’t always based on who throws more. Styles clash, adapt, and evolve.
๐ŸŽฎ Player Feedback LoopUsers should feel when they’re fighting smart vs recklessly. Feedback from stamina, reactions, and corner instructions reinforces this.
๐Ÿงช Experimental SandboxDedicated internal space where all new mechanics are playtested by real fighters and AI developers before public patches.



Here’s a detailed follow-up: how a Lead Combat Designer would structure their Combat Design Team to rebuild Undisputed into a legitimate simulation boxing experience. This structure emphasizes clear roles, specialization, and collaboration, with the goal of streamlining implementation of a realistic, layered, and scalable combat system.


๐Ÿงฑ I. Core Philosophy Behind the Team Structure

The team wouldn’t just “make punches feel better” — their goal would be to create a simulation framework where:

  • Every mechanic reinforces real-world boxing logic

  • Styles, tendencies, and outcomes feel emergent, not scripted

  • Collaboration is fast, iterative, and grounded in real boxing feedback

Design decisions would no longer be made in a vacuum or from an arcade-first mindset.


๐Ÿง  II. Combat Design Team Structure Overview

plaintext
Lead Combat Designer │ ├── Systems Designer – Punch Mechanics ├── Systems Designer – Defense & Positioning ├── AI/Behavior Designer ├── Tuning & Balancing Designer ├── Technical Designer – Combat Tools & Prototyping ├── Boxing Consultant(s) ├── QA Combat Analyst └── Animator Liaison (shared with Animation Dept)

๐Ÿงฉ III. Role-by-Role Breakdown

๐ŸŽฏ 1. Lead Combat Designer

Function: Oversees direction, establishes combat identity, signs off on all system implementations.

  • Defines combat philosophy doc (“Simulation First” principle)

  • Prioritizes realism systems, mechanics depth, and boxer style expression

  • Works with producers to align gameplay milestones and deliverables

  • Works directly with real fighters and internal testers for feedback


✊ 2. Systems Designer – Punch Mechanics

Function: Owns all aspects of punch creation, execution, physics, and consequences.

  • Designs punch types, angles, trajectory profiles, and delivery timing

  • Defines interrupt logic, counter windows, and clash behavior

  • Collaborates with the animation team on punch blending and transition speed

  • Adds punch fatigue variables (arm strength, load-up lag, etc.)


๐Ÿ›ก️ 3. Systems Designer – Defense & Positioning

Function: Builds the defensive layer and ring movement logic.

  • Creates multiple block styles, directional parries, and manual clinch systems

  • Designs stamina-based defense breakdowns (guard dropping, slow reactions)

  • Establishes balance between active movement and foot planting

  • Manages collision zones (arms tangling, slipping near ropes, etc.)


๐Ÿง  4. AI/Behavior Designer

Function: Creates and maintains AI logic trees and tendency sliders.

  • Builds AI profiles per boxer and per style category

  • Implements strategic adjustments: early vs. late rounds, damage response, pacing

  • Integrates “adaptation logic” where AI reacts to player habits

  • Works closely with boxing consultants to ensure real boxer behavior accuracy

๐Ÿงฌ This designer makes CPU vs. CPU and offline gameplay feel real—not robotic.


⚖️ 5. Tuning & Balancing Designer

Function: Oversees in-game balancing for risk/reward, stamina, damage, and scoring.

  • Ensures no style becomes dominant (e.g., spam-heavy, volume-favored)

  • Balances punch damage by type, distance, and delivery (short vs long hook)

  • Tunes judge logic, scoring weight per punch type or aggression

  • Analyzes player data for balance insights


⚙️ 6. Technical Designer – Combat Tools & Prototyping

Function: Builds and maintains design tools and testing environments.

  • Creates punch editor: adjust speed, arc, impact per punch without hardcoding

  • Builds AI behavior matrix: sliders for pressure, output, defense type

  • Integrates telemetry tools (track punch accuracy, reaction rate, movement heatmaps)

  • Creates isolated combat sandbox (test tweaks before main game implementation)


๐ŸฅŠ 7. Boxing Consultant(s)

Function: Active or retired boxers, trainers, and historians involved throughout dev.

  • Advise on style authenticity, decision-making patterns, and in-ring habits

  • Review mechanics for “does this reflect what real boxers do?”

  • Provide reference footage and breakdowns

  • Participate in internal playtests with feedback sessions

๐Ÿ’ก This role is critical. Poe (PoeticDrink2u) or others with deep sim vision could be essential here.


๐Ÿงช 8. QA Combat Analyst

Function: Dedicated QA member who tests combat-specific systems only.

  • Logs bugs related to animation desync, punch hitbox issues, ghost inputs

  • Provides weekly playtest feedback from a realism perspective

  • Helps tune feedback based on fatigue flow, scoring, AI adjustments


๐Ÿ” 9. Animator Liaison (cross-departmental)

Function: Acts as bridge between combat design and animation teams.

  • Ensures animations are grounded in realism, with smooth transitions

  • Requests missing animations (e.g., off-balance reactions, missed body punches)

  • Aligns punch/defense frames with design specs


๐Ÿงฉ IV. Optional Satellite Roles (Long-Term Growth)

RoleDescription
๐ŸŽฎ User Experience Designer – Simulation SettingsCreates realism settings menu, control scheme presets (Sim, Hybrid, Arcade)
๐ŸŒ Online Combat Tuning AnalystEnsures simulation integrity carries over to online fights and prevents meta-spam
๐Ÿ“Š Data AnalystMonitors user combat telemetry to support balancing (e.g., average punch output per round per style)

๐Ÿ“ˆ V. Team Workflow and Collaboration Model

  1. Weekly Combat Sync Meetings

    • Punch + Defense + AI + QA review tests and real-world boxing footage

    • Adjust designs based on internal feedback and playtests

  2. Fight-of-the-Week Tests

    • Assign team members a boxer each week

    • Simulate real fights and analyze how closely game behavior reflects reality

  3. Community Transparency

    • Publish Devlogs explaining new features, mechanics being prototyped

    • Feature interviews with boxing consultants and design team for trust

  4. Closed “Simulation Core” Playtesters Group

    • Include hardcore sim-focused fans like Poe and other known boxing heads

    • Let them test builds before mass updates and give direct notes


๐Ÿงญ VI. End Result of the Structure

  • Development pivots from content quantity (adding boxers) to combat quality (realistic mechanics)

  • SCI stops relying on post-release feedback and becomes proactive in realism

  • Undisputed gains a technical identity as a simulation fighter—on par with sports games like FIFA, NBA 2K, and MLB The Show




Here’s a detailed and structured Combat Mechanics Overhaul Roadmap that the Lead Combat Designer and their team should or may roll out in phases for Undisputed — prioritizing realism, system integrity, and long-term scalability. This roadmap is broken into three primary phases, each focusing on different foundational layers of gameplay.


๐Ÿงญ COMBAT MECHANICS OVERHAUL ROADMAP FOR UNDISPUTED

๐Ÿ”ฐ Roadmap Overview

PhaseFocus AreaCore GoalsEstimated Duration
Phase 1Rebuild FoundationsFix broken systems, establish core realism2–3 months
Phase 2Expand Simulation DepthAdd style fidelity, AI depth, and defensive systems3–4 months
Phase 3Long-Term Realism SystemsFull boxer differentiation, environmental behavior, polish4–6 months

๐ŸฅŠ PHASE 1: Rebuild Foundations

“We need to fix what’s broken before we evolve.”

๐ŸŽฏ Core Goals:

  • Remove arcade loopholes

  • Fix timing, stamina, and hit logic

  • Reintroduce balance between offense, defense, and movement


✅ Tasks & Features:

๐Ÿ”น 1. Punch System Revision

  • Introduce recovery frames, accurate startup & follow-through timings

  • Add punch type weight: jabs = low cost, uppercuts = higher risk/reward

  • Remove input buffering abuse (no queuing multiple punches unrealistically)

๐Ÿ”น 2. Stamina Overhaul

  • Split stamina into:

    • Cardio stamina (movement & punch volume drain)

    • Arm stamina (blocking & punching fatigue)

  • Add stamina penalties for whiffs, not just landed punches

๐Ÿ”น 3. Hit Registration & Damage Logic

  • Fix ghost punches and missed collisions

  • Introduce localized damage tracking (head/body differentiation)

  • Heavy punches cause temporary reaction slowdowns or movement stutter

๐Ÿ”น 4. Loose Movement Penalty System

  • Make loose movement trait-dependent

  • Add balance penalties if used excessively under pressure

  • Enforce movement momentum (no stop-start snapping)

๐Ÿ”น 5. Basic AI Rebalancing

  • Remove universal AI spam logic

  • Early implementation of style filters: swarmers press, out-boxers manage distance


๐Ÿงช Test Milestone:

"Can two different styles have a strategic fight without spam or input abuse?"


๐Ÿฅ‹ PHASE 2: Expand Simulation Depth

“Now that the foundation is stable, let’s give it boxing identity.”

๐ŸŽฏ Core Goals:

  • Introduce authentic styles and boxer logic

  • Build defense systems beyond just block/head movement

  • Launch AI profile framework


✅ Tasks & Features:

๐Ÿ”น 1. Boxing Style Archetypes

  • Define base styles: Out-Boxer, Swarmer, Counterpuncher, Boxer-Puncher, Slugger

  • Each archetype has:

    • Movement rules

    • Preferred punches

    • Default guard

    • Combo tendencies

  • Create style slider presets per archetype (used in AI & CAB)

๐Ÿ”น 2. Defense Mechanics Expansion

  • Introduce multiple block styles (high guard, Philly shell, cross-guard)

  • Add manual parry system with directional parries

  • Expand head movement into slips, ducks, rolls with real vulnerability frames

๐Ÿ”น 3. Dynamic AI Behavior Layer

  • Mid-fight adjustment logic (pacing shifts, stance switches if skilled)

  • Add situational response logic: backs to ropes, stunned reactions, recovery tactics

  • Let AI lean on trainer instructions in corners (e.g., "work the body," "stay away")

๐Ÿ”น 4. Clinch System (First Version)

  • Manual clinch trigger on proximity + fatigue

  • Temporary stamina recovery if clinch is successful

  • Ref interaction: instant or delayed break depending on ref personality

๐Ÿ”น 5. Scoring Overhaul

  • Judges value clean punching, ring generalship, effective aggression

  • Randomized but weighted judge personalities (some favor pressure, others accuracy)

  • Realistic scorecards (10–10 rounds possible, controversial splits included)


๐Ÿงช Test Milestone:

“Does the outcome of a fight feel earned based on decisions, style matchups, and ring control?”


๐Ÿฅ‡ PHASE 3: Long-Term Realism Systems & Emergent Behavior

“This is where the magic happens. Now we go from ‘solid sim’ to ‘genre-defining sim.’”

๐ŸŽฏ Core Goals:

  • Implement fighter identity systems

  • Add dynamic environmental responses (ropes, corners, stumbles)

  • Finalize depth and polish for release-level realism


✅ Tasks & Features:

๐Ÿ”น 1. Fighter Identity & Trait System

  • Traits include:

    • Stance switching proficiency

    • Ring IQ (AI adaptation rate)

    • Inside fighting strength

    • Punch variation discipline

  • Some traits grow or deteriorate over time in career mode

  • Fighters feel unique, not stat-skinned

๐Ÿ”น 2. Situational & Environmental Reactions

  • Missed power punches cause stumbles or off-balance poses

  • Fighters fall into, rebound off, or get tangled in ropes

  • Rope/ring bounce physics implemented for realism and immersion

๐Ÿ”น 3. Full Counter System

  • Frame-based counter windows

  • Hard counters cause higher reaction knockbacks or stuns

  • Timing and distance reward smart players over button mashers

๐Ÿ”น 4. Corner Strategy Menus

  • Between rounds: choose pacing, target area focus, or defensive shift

  • AI corner adapts too—may tell AI to coast, go for KO, or clinch more

  • Trainers have style personalities (aggressive, safety-first, motivator)

๐Ÿ”น 5. Fight Flow Layer

  • Early rounds = feel-out

  • Mid rounds = adjustment & attrition

  • Late rounds = urgency

  • Presentation mirrors this with dynamic commentary and crowd behavior


๐Ÿงช Final Milestone:

“Can a full-length CPU vs. CPU fight be watched, analyzed, and studied like a real bout?”


๐Ÿ” POST-ROADMAP SUPPORT CYCLE

๐ŸŽฎ Ongoing Combat Patches (Every 2–4 Weeks)

  • Balance passes (damage, stamina, punch bias)

  • AI profile tuning (community-created sliders or in-house profiles)

  • Real-world boxer updates based on feedback

๐ŸŒ Community Combat Test Program

  • Feature Simulation Purists and YouTubers (like Poe, Debeasmag)

  • Closed test builds for realism-only sandbox testing

  • Feedback pipelines for feature improvements


๐Ÿ END RESULT: SIMULATION BOXING THAT STANDS ON ITS OWN

When this roadmap is executed, Undisputed can:

  • Drop the arcade crutches

  • Earn respect from real boxers and boxing communities

  • Become the definitive platform for sim-style combat sports gaming

When the Fans Want It More: How Poe, Debeasmag, and the Community Show More Passion for Undisputed Than Its Developers

 


Structured Response: Fan Commitment vs Developer Passion in Undisputed


1. Overview of the Observation

There’s a growing perception that long-time community members and advocates like PoeticDrink2u (Poe) and Debeasmag seem more committed to the success and integrity of Undisputed than the actual development team at Steel City Interactive (SCI). This isn't just frustration talking—it's rooted in actions, or lack thereof, on both sides.


2. Evidence of Fan Commitment

These fans have shown relentless dedication:

  • Poe: A known voice for simulation realism in boxing video games, who has provided:

    • Deep mechanical suggestions

    • Constructive criticism based on real boxing knowledge

    • Promotion of realism even when it wasn’t the popular stance

  • Debeasmag: Has consistently:

    • Defended the idea of Undisputed

    • Pressed for better communication and transparency

    • Participated in discussions to highlight community concerns

  • Other passionate fans: Many others have created videos, wrote long posts, and analyzed gameplay to push for improvements—even after being ignored or banned.


3. Contrast with SCI's Actions

Steel City Interactive’s recent behavior has fueled disillusionment:

Community Expectations SCI's Behavior
Transparent roadmap & developer interactions Selective Discord presence; minimal updates
Honoring sim-first promises Gradual shift to arcade-feeling mechanics
Engaging experts (like Poe) in development Banning, muting, or ignoring critical voices
Commitment to realism Promoting fluff content (walkouts, taunts)

4. Why This Matters

  • Perceived Passion Imbalance: The irony is striking: fans without financial or professional ties to Undisputed are pushing harder for its success than the team responsible for its development.

  • Long-term Damage: When the most invested community leaders are silenced, ignored, or banned, it signals that the devs are more concerned with controlling the narrative than building a better game.


5. 

This situation highlights a truth echoed in other struggling gaming communities:
“Fans can’t want the game to succeed more than the devs do.”

Poe and Debeasmag, along with countless others, aren't trying to tear the game down—they’re holding it accountable to the standard Undisputed once promised: a realistic boxing simulation. That passion should’ve been nurtured, not penalized.



6. Community Leadership in the Absence of Direction

In the void left by SCI’s inconsistent messaging and shifting priorities, passionate fans have stepped into roles the developers should’ve been leading:

  • Content Strategy & Feedback:
    Poe and others have essentially acted as unpaid creative consultants—suggesting systems like AI tendencies, boxer-specific movement, footwork balance, and clinch mechanics.

  • Preserving Sim Integrity:
    While SCI has leaned into arcade-friendly elements and ambiguous patch notes, fans have stood guard over the original sim-based vision. They’ve documented regressions in realism and shared comparisons showing the decline from early ESBC footage.

  • Community Memory Keepers:
    As SCI attempts to reshape the narrative—acting as if realism was never the goal—community members archive old developer statements, gameplay videos, and public promises. They're holding the devs to their word.


7. What Happens When the Fanbase Becomes the Backbone

There’s an imbalance when a game’s identity and direction become reliant on the community rather than the studio:

  • Fans Doing the Studio’s Job:

    • Suggesting systems to deepen gameplay

    • Writing mock patch notes or wishlists for free

    • Creating more organized blueprints than what the devs provide

  • Lost Trust:
    Developers ignoring the very community that sold the game in the first place—especially those who helped get the game visibility—creates long-term resentment. This isn’t just about game mechanics anymore; it’s about respect.

  • Silencing Loyalty:
    Banning someone like Poe, who has arguably done more for the sim boxing genre than the current devs, sends a clear message: “We don’t want feedback that challenges us.” That’s a dangerous stance when you’re already losing your most loyal base.


8. What SCI Could’ve Done (and Still Can Do)

Instead of alienating passionate contributors, SCI should have:

  • Hired or contracted experts like Poe as advisors

  • Empowered the community to help with testing, feedback loops, or AI scripting

  • Publicly acknowledged the difference between constructive realism-driven criticism vs toxicity

  • Delivered on sim boxing features rather than burying them under arcade mechanics and cosmetics


9. A Cautionary Parallel

Other games have shown what happens when studios ignore their most committed players:

  • WWE 2K20 flopped until 2K acknowledged community modders and rebuilds.

  • No Man’s Sky recovered only after the devs listened, rebuilt trust, and embraced feedback.

  • NBA Live failed in large part because it didn't deliver to its sim-loving base.

SCI risks becoming another cautionary tale. If they won’t protect the sim community that gave their game meaning, Undisputed will drift into irrelevance, no matter how many boxer names they license.


10. Conclusion: The Fighters Outside the Ring

This isn’t just about a game anymore—it’s about who cares enough to see it succeed. Right now, it’s not the studio leading the charge—it’s the fans.
And that’s both a badge of honor for the community… and a glaring indictment of SCI.


When the Fans Want It More: How Poe, Debeasmag, and the Community Show More Passion for Undisputed Than Its Developers

 


Structured Response: Fan Commitment vs Developer Passion in Undisputed


1. Overview of the Observation

There’s a growing perception that long-time community members and advocates like PoeticDrink2u (Poe) and Debeasmag seem more committed to the success and integrity of Undisputed than the actual development team at Steel City Interactive (SCI). This isn't just frustration talking—it's rooted in actions, or lack thereof, on both sides.


2. Evidence of Fan Commitment

These fans have shown relentless dedication:

  • Poe: A known voice for simulation realism in boxing video games, who has provided:

    • Deep mechanical suggestions

    • Constructive criticism based on real boxing knowledge

    • Promotion of realism even when it wasn’t the popular stance

  • Debeasmag: Has consistently:

    • Defended the idea of Undisputed

    • Pressed for better communication and transparency

    • Participated in discussions to highlight community concerns

  • Other passionate fans: Many others have created videos, wrote long posts, and analyzed gameplay to push for improvements—even after being ignored or banned.


3. Contrast with SCI's Actions

Steel City Interactive’s recent behavior has fueled disillusionment:

Community Expectations SCI's Behavior
Transparent roadmap & developer interactions Selective Discord presence; minimal updates
Honoring sim-first promises Gradual shift to arcade-feeling mechanics
Engaging experts (like Poe) in development Banning, muting, or ignoring critical voices
Commitment to realism Promoting fluff content (walkouts, taunts)

4. Why This Matters

  • Perceived Passion Imbalance: The irony is striking: fans without financial or professional ties to Undisputed are pushing harder for its success than the team responsible for its development.

  • Long-term Damage: When the most invested community leaders are silenced, ignored, or banned, it signals that the devs are more concerned with controlling the narrative than building a better game.


5. 

This situation highlights a truth echoed in other struggling gaming communities:
“Fans can’t want the game to succeed more than the devs do.”

Poe and Debeasmag, along with countless others, aren't trying to tear the game down—they’re holding it accountable to the standard Undisputed once promised: a realistic boxing simulation. That passion should’ve been nurtured, not penalized.



6. Community Leadership in the Absence of Direction

In the void left by SCI’s inconsistent messaging and shifting priorities, passionate fans have stepped into roles the developers should’ve been leading:

  • Content Strategy & Feedback:
    Poe and others have essentially acted as unpaid creative consultants—suggesting systems like AI tendencies, boxer-specific movement, footwork balance, and clinch mechanics.

  • Preserving Sim Integrity:
    While SCI has leaned into arcade-friendly elements and ambiguous patch notes, fans have stood guard over the original sim-based vision. They’ve documented regressions in realism and shared comparisons showing the decline from early ESBC footage.

  • Community Memory Keepers:
    As SCI attempts to reshape the narrative—acting as if realism was never the goal—community members archive old developer statements, gameplay videos, and public promises. They're holding the devs to their word.


7. What Happens When the Fanbase Becomes the Backbone

There’s an imbalance when a game’s identity and direction become reliant on the community rather than the studio:

  • Fans Doing the Studio’s Job:

    • Suggesting systems to deepen gameplay

    • Writing mock patch notes or wishlists for free

    • Creating more organized blueprints than what the devs provide

  • Lost Trust:
    Developers ignoring the very community that sold the game in the first place—especially those who helped get the game visibility—creates long-term resentment. This isn’t just about game mechanics anymore; it’s about respect.

  • Silencing Loyalty:
    Banning someone like Poe, who has arguably done more for the sim boxing genre than the current devs, sends a clear message: “We don’t want feedback that challenges us.” That’s a dangerous stance when you’re already losing your most loyal base.


8. What SCI Could’ve Done (and Still Can Do)

Instead of alienating passionate contributors, SCI should have:

  • Hired or contracted experts like Poe as advisors

  • Empowered the community to help with testing, feedback loops, or AI scripting

  • Publicly acknowledged the difference between constructive realism-driven criticism vs toxicity

  • Delivered on sim boxing features rather than burying them under arcade mechanics and cosmetics


9. A Cautionary Parallel

Other games have shown what happens when studios ignore their most committed players:

  • WWE 2K20 flopped until 2K acknowledged community modders and rebuilds.

  • No Man’s Sky recovered only after the devs listened, rebuilt trust, and embraced feedback.

  • NBA Live failed in large part because it didn't deliver to its sim-loving base.

SCI risks becoming another cautionary tale. If they won’t protect the sim community that gave their game meaning, Undisputed will drift into irrelevance, no matter how many boxer names they license.


10. Conclusion: The Fighters Outside the Ring

This isn’t just about a game anymore—it’s about who cares enough to see it succeed. Right now, it’s not the studio leading the charge—it’s the fans.
And that’s both a badge of honor for the community… and a glaring indictment of SCI.


When the Fans Want It More: How Poe, Debeasmag, and the Community Show More Passion for Undisputed Than Its Developers

 


Structured Response: Fan Commitment vs Developer Passion in Undisputed


1. Overview of the Observation

There’s a growing perception that long-time community members and advocates like PoeticDrink2u (Poe) and Debeasmag seem more committed to the success and integrity of Undisputed than the actual development team at Steel City Interactive (SCI). This isn't just frustration talking—it's rooted in actions, or lack thereof, on both sides.


2. Evidence of Fan Commitment

These fans have shown relentless dedication:

  • Poe: A known voice for simulation realism in boxing video games, who has provided:

    • Deep mechanical suggestions

    • Constructive criticism based on real boxing knowledge

    • Promotion of realism even when it wasn’t the popular stance

  • Debeasmag: Has consistently:

    • Defended the idea of Undisputed

    • Pressed for better communication and transparency

    • Participated in discussions to highlight community concerns

  • Other passionate fans: Many others have created videos, wrote long posts, and analyzed gameplay to push for improvements—even after being ignored or banned.


3. Contrast with SCI's Actions

Steel City Interactive’s recent behavior has fueled disillusionment:

Community Expectations SCI's Behavior
Transparent roadmap & developer interactions Selective Discord presence; minimal updates
Honoring sim-first promises Gradual shift to arcade-feeling mechanics
Engaging experts (like Poe) in development Banning, muting, or ignoring critical voices
Commitment to realism Promoting fluff content (walkouts, taunts)

4. Why This Matters

  • Perceived Passion Imbalance: The irony is striking: fans without financial or professional ties to Undisputed are pushing harder for its success than the team responsible for its development.

  • Long-term Damage: When the most invested community leaders are silenced, ignored, or banned, it signals that the devs are more concerned with controlling the narrative than building a better game.


5. 

This situation highlights a truth echoed in other struggling gaming communities:
“Fans can’t want the game to succeed more than the devs do.”

Poe and Debeasmag, along with countless others, aren't trying to tear the game down—they’re holding it accountable to the standard Undisputed once promised: a realistic boxing simulation. That passion should’ve been nurtured, not penalized.



6. Community Leadership in the Absence of Direction

In the void left by SCI’s inconsistent messaging and shifting priorities, passionate fans have stepped into roles the developers should’ve been leading:

  • Content Strategy & Feedback:
    Poe and others have essentially acted as unpaid creative consultants—suggesting systems like AI tendencies, boxer-specific movement, footwork balance, and clinch mechanics.

  • Preserving Sim Integrity:
    While SCI has leaned into arcade-friendly elements and ambiguous patch notes, fans have stood guard over the original sim-based vision. They’ve documented regressions in realism and shared comparisons showing the decline from early ESBC footage.

  • Community Memory Keepers:
    As SCI attempts to reshape the narrative—acting as if realism was never the goal—community members archive old developer statements, gameplay videos, and public promises. They're holding the devs to their word.


7. What Happens When the Fanbase Becomes the Backbone

There’s an imbalance when a game’s identity and direction become reliant on the community rather than the studio:

  • Fans Doing the Studio’s Job:

    • Suggesting systems to deepen gameplay

    • Writing mock patch notes or wishlists for free

    • Creating more organized blueprints than what the devs provide

  • Lost Trust:
    Developers ignoring the very community that sold the game in the first place—especially those who helped get the game visibility—creates long-term resentment. This isn’t just about game mechanics anymore; it’s about respect.

  • Silencing Loyalty:
    Banning someone like Poe, who has arguably done more for the sim boxing genre than the current devs, sends a clear message: “We don’t want feedback that challenges us.” That’s a dangerous stance when you’re already losing your most loyal base.


8. What SCI Could’ve Done (and Still Can Do)

Instead of alienating passionate contributors, SCI should have:

  • Hired or contracted experts like Poe as advisors

  • Empowered the community to help with testing, feedback loops, or AI scripting

  • Publicly acknowledged the difference between constructive realism-driven criticism vs toxicity

  • Delivered on sim boxing features rather than burying them under arcade mechanics and cosmetics


9. A Cautionary Parallel

Other games have shown what happens when studios ignore their most committed players:

  • WWE 2K20 flopped until 2K acknowledged community modders and rebuilds.

  • No Man’s Sky recovered only after the devs listened, rebuilt trust, and embraced feedback.

  • NBA Live failed in large part because it didn't deliver to its sim-loving base.

SCI risks becoming another cautionary tale. If they won’t protect the sim community that gave their game meaning, Undisputed will drift into irrelevance, no matter how many boxer names they license.


10. Conclusion: The Fighters Outside the Ring

This isn’t just about a game anymore—it’s about who cares enough to see it succeed. Right now, it’s not the studio leading the charge—it’s the fans.
And that’s both a badge of honor for the community… and a glaring indictment of SCI.


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.”


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...