Wednesday, September 17, 2025

The Alpha That Was Lost: Why SCI Fears the Vision Fans Still Remember

How SCI Silences Passionate Boxing Fans

The original ESBC Alpha video wasn’t just a flashy teaser — it showcased actual in-game models (7:05). Even though the footage clearly stated that the game was still in alpha stages (0:10–0:13) and that the models, environments, and other elements were subject to further development and refinement (6:57–7:18), it offered something powerful: a vision of realism. For many fans, that video represented the truest promise of a simulation-first boxing experience.

But as development shifted, so did the messaging. Instead of honoring that vision, Steel City Interactive (SCI) has increasingly used a narrative of deflection — dismissing critiques, reframing expectations, and silencing the very voices who championed realism from the start.


The Alpha That Was Lost

When ESBC released its Official Alpha Gameplay Features (First Look), the presentation was clear: these were “actual game models” and features being built into the foundation of the game. It wasn’t smoke and mirrors — it was a transparent peek into what players could expect.

Key features showcased in the Alpha included:

  • Referees in the ring enforcing rules and breaking up clinches.

  • Clinch mechanics where fighters could tie up strategically.

  • Stamina and fatigue systems visibly draining as punches missed or landed.

  • Inside fighting options for close-range realism.

  • Distinct movement styles between boxers — flat-footed brawlers vs elusive movers.

  • Visible damage modeling, with swelling, cuts, and fatigue showing on boxer faces.

  • Tendency and trait systems hinted at, suggesting adaptive AI behavior.

For hardcore fans, this wasn’t just marketing — it was proof that SCI was serious about realism.

But by 2025, many of these features have been delayed, downplayed, or outright removed from the discussion. The referee is gone. Clinching is sidelined. Stamina has been watered down. Boxer styles feel homogenized. Damage is muted. And AI depth remains shallow.

This is why fans hold the Alpha in such high regard: it is the clearest representation of the game they were promised, versus the version they were handed.


Ash Habib’s Comments: The “Smart Group” Dismissal

In an interview, Ash Habib made a comment that struck at the core of long-time fans’ concerns. Around the 1:18–1:21 mark, he refers to “a certain side of a small group of people that think they’re so smart.”

Who is he talking about? The implication, intentional or not, points directly to community leaders like Poe and DeBeas, fans who not only pushed for realism but also spent years networking with EA and 2K developers, trying to bridge the gap between fans and studios. These weren’t casual critics — they were the exact type of knowledgeable voices SCI should have embraced.

Instead, the statement reduced their contributions to arrogance, framing them as a nuisance rather than advocates.


Ash’s Logic: Playing “The Way It’s Supposed to Be”

Ash himself has said that “playing the game the way it’s supposed to be” was his expectation. That statement reveals the heart of the issue.

  • The mechanics should make gameplay realistic by design, not through hand-holding or artificial limitations.

  • A boxing game should allow for a strategic chess match or an explosive knockout depending on the boxer, tendencies, and decisions made.

  • Yet instead of building mechanics that naturally create this variety, SCI often leans on the excuse of “balance.”

During the same interview, Ash added several important points:

  • Casual and Hardcore Modes: He admitted that these modes were part of the early designs (11:32–11:34) but never made it into early access.

  • Balance Challenges: He spoke about the difficulty of finding a balance that satisfies the entire community (11:51–11:56), referencing EA and 2K’s decades-long struggle with this issue (12:00–12:21).

  • Personal Preference: He stated that he prefers hardcore games with no hand-holding (12:26–12:37), but quickly pivoted to say the game has to appeal to more than just a small group (12:53–12:58).

The repeated use of the word “balance” feels less like problem-solving and more like programming the community into acceptance. Hardcore fans hear it as a code word for watering down realism.


Enter Will “Raczilla” Kinsler: The Gatekeeper

Shortly after, community manager Will Kinsler (aka Raczilla) weighed in on Discord with a long post. His key points were:

  • What fans were seeing was just a work-in-progress (WIP) video.

  • Comparing an alpha video to the modern game was “apples and oranges.”

  • It’s “easy to fall in love with a video” but harder to evaluate a game fairly.

But here’s the issue: the ESBC Alpha video wasn’t just a concept trailer. The developers themselves described it as showcasing in-game models and real mechanics. As they said in the video: “These are actual game models.” That fact undermines the idea that the Alpha was only a rough placeholder.

By dismissing the Alpha’s importance, Kinsler effectively downplayed the Official Alpha Gameplay Features (First Look) — the most transparent, ambitious representation of the game fans were promised.


The Deflection Strategy

Whenever fans press for realism, a familiar set of responses emerge from SCI leadership:

  1. “It’s just a work in progress.”
    A way to dismiss valid critiques of missing features.

  2. “That was before I joined.”
    A tactic to distance today’s leadership from yesterday’s promises.

  3. “It’s unfair to compare video and game.”
    Reframing fan expectations as unrealistic instead of addressing the missing realism.

  4. “Balance.”
    A hypnotic buzzword that suggests compromise but really means watering down realism to fit one model.

This isn’t engagement — it’s a strategy to deflect, stall, and delegitimize fan concerns.


Why Fans Are Suspicious

The timing is hard to ignore. Ash dismisses a “smart group” of critics. Raczilla positions himself as the explainer, shifting blame onto fans for holding onto an old video.

Defenders often argue:

  • “Will doesn’t have as much power as you think.”

  • “He wants a realistic boxing game too.”

But his own posts repeatedly defend the move away from realism. His Discord statement makes it clear that the Alpha — the most realistic vision SCI ever showed — is something to move past, not something to restore.


The Bigger Picture

Hardcore fans are not asking for the impossible. They’re asking for:

  • Referees and clinching to add depth.

  • Stamina and fatigue systems that matter.

  • Realistic movement that respects boxer styles.

  • AI tendencies and traits that reflect boxing strategy.

These are the features that ESBC’s Alpha promised — and that SCI has since downplayed, delayed, or outright removed.

Instead, the narrative pushed onto the community is that fans are being unreasonable, nitpicking, or stuck in the past. It’s a subtle but powerful form of shutting down dissent.


Conclusion: Passion Shouldn’t Be Punished

Boxing games live and die by their authenticity. Casual players may move on, but hardcore fans — the ones who have followed this journey since ESBC’s early days — remain invested because they care deeply about the sport.

Yet SCI’s handling of criticism has been to deflect, dismiss, and discredit. Ash Habib’s words reduce committed fans to a “small group that thinks they’re smart.” Raczilla’s posts reframe the Alpha as a distraction. And the constant mantra of “balance” has become a shield for design decisions that sideline realism.

Fans deserve better. They deserve honesty, respect, and a game that lives up to the vision that brought them here in the first place.

Tuesday, September 16, 2025

EA/2K vs. SCI’s Approach to Casual vs. Hardcore Balance





EA/2K vs. SCI’s Approach to Casual vs. Hardcore Balance

1. What Ash Habib Said

At the 12:00–12:21 mark, Ash mentions that he has spoken with developers at EA and 2K over the past few years. They reportedly joked about the constant struggle to keep both casual players and hardcore fans satisfied:

  • “Welcome to our world of like trying to keep the casuals and the hardcore players happy. We’ve been trying for 20 years and we’re still trying to find that sweet spot.” (12:11–12:21)

This paints the picture that every sports game faces the same balancing dilemma, and that Undisputed is no different.


2. What Ash Left Out

What was not addressed—and what you correctly pointed out—is the structural difference between how EA/2K handle this balance versus SCI’s current approach:

  • EA Sports (Madden, FIFA/FC, NHL):

    • Offer multiple difficulty levels (Rookie → All-Madden).

    • Include simulation vs. arcade sliders that affect gameplay speed, stamina, injury rate, and AI aggression.

    • Provide optional rule sets and realism toggles (injuries on/off, fatigue, penalties, franchise realism vs. casual play).

  • 2K Sports (NBA 2K):

    • Has Play Now casual modes for quick, accessible games.

    • Includes Simulation settings for stat-accurate, realistic basketball experiences.

    • Features slider customization for every variable (shooting %, fatigue, defense intensity, foul frequency, etc.).

    • Builds multiple online lanes: casual quick matches, competitive ranked play, and sim-focused MyNBA/Franchise fans.

👉 In other words: EA/2K create optional lanes so each type of player can find the experience they want. Hardcore fans don’t feel alienated, and casuals aren’t overwhelmed.


3. SCI’s Divergence with Undisputed

By contrast, Steel City Interactive (SCI) has been leaning into a one-size-fits-all direction:

  • Loose foot movement for every boxer (even flat-footed brawlers).

  • No referee or clinching mechanics, removing layers of realism that hardcore fans expect.

  • Minimal slider/option support, leaving players unable to tailor the game to their style.

This isn’t about simply finding the sweet spot—it’s about restricting choice, forcing everyone to play in the same “middle-ground” model. The result alienates boxing purists, frustrates hardcore sim players, and risks losing casuals once the novelty wears off.


4. Why Options Matter

  • Casuals get a smoother onboarding with simpler, arcade-friendly settings.

  • Hardcore players get their deep realism, respecting boxing history and mechanics.

  • Developers get longevity: casual players may leave, but hardcore fans sustain the community for years.

  • Proven precedent: NBA 2K and EA franchises thrive precisely because they don’t force a single vision of play—they empower the player.


Bottom line:
When Ash quotes EA and 2K developers, he frames the struggle as universal, but misses the core truth—EA and 2K don’t alienate fans by stripping options. They embrace diversity of playstyles through sliders, modes, and difficulty settings. SCI, by contrast, narrowed Undisputed into one gameplay model, which is why hardcore fans feel abandoned.





Casual vs. Hardcore Options: EA/2K vs. SCI (Undisputed)

Category EA Sports (Madden/FIFA/NHL) 2K Sports (NBA 2K) SCI – Undisputed
Difficulty Levels Multiple tiers (Rookie → All-Madden). Multiple tiers (Rookie → Hall of Fame). Limited difficulty, no deep tuning of sim realism.
Gameplay Modes “Arcade” vs. “Simulation” modes; special events. Quick Play, MyTeam (casual), MyNBA/Franchise (sim). One standard gameplay model for all players.
Sliders & Customization Full suite: stamina, fatigue, injuries, penalties, AI logic, etc. Exhaustive sliders: shooting %, fatigue, defense, fouls, pace, etc. Very limited or missing—little to no control over realism.
Rule Set Options Turn injuries/fatigue on or off, adjust quarters, game speed, rules. Sim vs. Arcade toggle; sliders for every rule/foul frequency. Missing referee mechanics, clinching, and deep rule customization.
Movement/Player Styles Player archetypes feel distinct; realism sliders adjust speed/flow. Stars play like themselves; animation packages & tendencies adjust gameplay. Universal “loose footwork” makes flat-footed boxers feel unrealistic.
Online Pathways Casual quick play, ranked competitive, franchise leagues. Casual Park/Rec, Ranked Pro-Am, Franchise/MyNBA. No distinct lanes—everyone forced into same gameplay model.
Longevity Support Hardcore modes (Franchise, Ultimate Team) sustain interest for years. Hardcore sim community (MyNBA, Pro-Am) carries the game cycle. Casual novelty wears off quickly; hardcore players left dissatisfied.


 Key Takeaways

  1. EA & 2K provide choice. They don’t try to force one “sweet spot.” They let players decide how sim or arcade the experience should be.

  2. SCI restricts choice. Instead of multiple lanes, they funnel everyone into a single gameplay model.

  3. Hardcore alienation. Casuals move on, but hardcore boxing fans—the group that sustains a game long-term—are stuck with a model they never asked for.

  4. Proven industry standard. For 20+ years, EA and 2K have thrived because sliders, difficulty tiers, and gameplay modes allow everyone to play their way.


False Narratives in Undisputed: How SCI Downplays Fans and Distorts Reality (A Summary of the 4 posts below)

1. The “5% vs 95%” Deflection

At 15:02–15:26, Ash Habib claimed that if 5% of the community complains while 95% enjoys the game, SCI “can’t develop out of fear of the 5%.”

This statement is not backed by any data, surveys, or public metrics. It’s a rhetorical move that:

  • Shrinks vocal critics into a dismissible minority.

  • Inflates a silent, unmeasured “majority” into proof of success.

  • Shifts the discussion away from legitimate criticism toward a numbers game.

In reality, Steam reviews, YouTube critiques, Reddit threads, and Twitter/X discussions reveal far broader dissatisfaction than Ash admits. Fans aren’t nitpicking—they’re pointing out broken promises and unrealistic mechanics.


2. Misrepresenting Online Communities

At 15:37–15:42, Ash argued that the majority of satisfied fans don’t spend time on Discord or forums. This framing is dangerously outdated:

  • In 2025, online spaces are where gaming culture lives and grows.

  • Casual players may not post, but the core community online defines the game’s long-term perception.

  • Ignoring Discord, Reddit, and YouTube feedback is ignoring the heartbeat of the game’s most invested audience.

This dismissal alienates the very fans who will still be around once casuals move on.


3. The Contradiction: Internet Creators vs. Internet Fans

Here’s where SCI’s narrative collapses. If online fans are such a “small portion” that don’t matter:

  • Why does SCI rely on YouTube creators, Twitch streamers, and influencers to market the game?

  • Why build a Creator League and host creator events for exposure?

You can’t depend on internet voices when they’re hyping your game, then dismiss those same spaces as irrelevant when they’re critical. This is contradictory PR at its core—a selective acknowledgment of internet culture that deepens distrust.


4. Loose Footwork Justification: A False Balance

In another interview, Ash justified giving all boxers loose foot movement by saying they needed to “level the playing field.” For example:

  • Flat-footed legends like Rocky Marciano move around like Ali.

  • The explanation? From a “game perspective,” the imbalance was too great.

This design choice strips away authenticity in favor of artificial balance. It may appeal to short-term casuals, but it alienates boxing fans who expect realism. The irony is that casual fans will move on quickly, leaving behind a core fanbase stuck with mechanics they never wanted.


5. Discrediting Long-Time Fans

Ash has also taken shots at critics by suggesting there’s a small group of fans who “think they’re so smart.” This type of rhetoric:

  • Delegitimizes hardcore fans, historians, and ex-boxers who’ve been calling for realism for years.

  • Ignores the contributions of community members (like Poe and others) who directly helped connect SCI to boxers and promote the game early on.

  • Creates a wedge between dedicated veterans and the wider audience, when in reality, the veterans are the ones keeping pressure on SCI to honor boxing.

Rather than respecting those with knowledge and experience, SCI paints them as nuisances or “know-it-alls.”


6. The Pattern of False Narratives

Taken together, these statements form a consistent strategy:

  • Minimize critics → Call them “5%” or “too smart for their own good.”

  • Inflate silent approval → Pretend a quiet majority is proof of success.

  • Excuse unrealistic design → Justify stripped-down mechanics as “balance.”

  • Contradict themselves → Use internet creators for promotion while dismissing internet fans for feedback.

This isn’t just sloppy PR—it’s a deliberate attempt to control the narrative while ignoring the community that actually cares about boxing.


7. The Reality SCI Won’t Confront

  • Casuals who don’t care about realism will leave eventually.

  • The hardcore boxing community will still be here—and they’re dissatisfied.

  • Online voices aren’t fringe—they are the lifeblood of gaming in 2025.

  • Without addressing these concerns, SCI risks losing the exact fans who could have made Undisputed sustainable for years.


Bottom Line:
SCI’s reliance on false narratives and selective framing may work for short-term spin, but it’s alienating the very fanbase they promised to serve. Boxing fans aren’t asking for miracles—they’re asking for authenticity. Instead of dismissing them as a “small 5%,” SCI needs to acknowledge that these voices represent the heart of the community. Until then, Undisputed will remain defined not by what it delivers, but by the promises it continues to break.

The False “5% vs 95%” Narrative: How SCI Dismisses Its Own Fans


The False “5% vs 95%” Narrative: How SCI Dismisses Its Own Fans


1. Ash’s Hypothetical Numbers

At 15:02–15:26, Ash Habib claimed that if 5% of the community complains while 95% enjoys the game, they can’t “develop out of fear of the 5%.” But let’s be clear:

  • This is not real data—it’s a hypothetical ratio used as a rhetorical device.

  • No public surveys, polls, or hard statistics back up the claim.

  • In fact, Steam reviews, YouTube critiques, Reddit threads, and Twitter/X discussions show far more widespread dissatisfaction than the numbers suggest.

By presenting critics as a fringe minority, SCI frames legitimate concerns from core boxing fans as unworthy of serious attention.


2. Misrepresenting Online Communities

At 15:37–15:42, Ash further argues that the majority of fans who enjoy the game don’t spend time on Discord or forums. This is a misleading dismissal of today’s gaming culture:

  • Unlike 15 years ago, the internet is the central hub of feedback, visibility, and culture for games.

  • Casual fans may not post, but the dedicated communities online set the tone for long-term perception.

  • Ignoring Discord, Reddit, and forums is essentially ignoring the heartbeat of the game’s engaged audience.


3. The Contradiction With Content Creators

Here’s where the narrative falls apart. If online fans are such a “small portion,” then:

  • Why rely on YouTube creators, Twitch streamers, and social media influencers to market the game?

  • SCI built a Creator League, invited streamers to special events, and leveraged internet voices for exposure.

  • You can’t treat online creators as essential for hype but dismiss online critics as irrelevant.

This is contradictory PR—wanting the benefits of internet culture while discarding the accountability that comes with it.


4. Alienating the Core Fanbase

By shrinking critics into “5%,” SCI:

  • Disrespects hardcore boxing fans, historians, and purists who demanded authenticity.

  • Sets up a divide between supposed “happy silent players” and “complaining minorities.”

  • Risks alienating the exact fans who would sustain the game after casuals inevitably move on.


5. The Reality SCI Won’t Admit

  • Casual players may enjoy a few matches and leave, but hardcore fans are the ones who stick around—and they’re the ones most critical of missing realism.

  • Online communities are not fringe—they are the pulse of gaming in 2025.

  • The “5% vs 95%” line is not analysis—it’s a deflection strategy to avoid addressing broken promises.


Bottom Line:
Ash Habib’s “5% vs 95%” framing is purely hypothetical spin, not grounded in evidence. It’s designed to minimize criticism, dismiss the internet fanbase, and protect SCI from accountability. But in a world where the internet shapes every game’s legacy, this strategy is self-defeating. You cannot rely on YouTube creators and Discord hype to build your game while simultaneously claiming online fans don’t matter.


Undisputed’s Pattern of Dismissal: Loose Footwork and the Discrediting of Hardcore Fans


Undisputed’s Pattern of Dismissal: Loose Footwork and the Discrediting of Hardcore Fans


Introduction:

When it comes to building a boxing video game, authenticity isn’t optional—it’s the core of the sport. Yet, Steel City Interactive’s Undisputed has repeatedly shown a troubling pattern: compromising realism for short-term “balance,” while discrediting the very fans who’ve been carrying the community for decades.

This isn’t just about design choices. It’s about how a studio treats its most passionate supporters, and whether they want to build a legacy or just chase temporary engagement.


The Loose Footwork Problem

In a JayMMA interview with Ash Habib, the Undisputed owner explained (3:33–4:22) why every boxer in the game has loose, bouncy movement, regardless of their real style.

  • Flat-footed legends like Rocky Marciano or George Foreman would be at a “gameplay disadvantage” if recreated authentically.

  • To “level the playing field,” the developers gave all boxers the ability to glide around the ring like Muhammad Ali.

“We had to balance authenticity with gameplay fairness.” —Ash Habib (3:33–4:22)

The result? A distorted version of boxing where styles clash less, and boxers lose their unique identities. Hardcore fans see this as alienating, while casual fans may enjoy it briefly before moving on to other titles.

Authenticity wasn’t balanced—it was erased.


The “Small Group” Narrative

In another interview with TheKingJuice, Ash Habib addressed criticism by referring to a “small group of people who think they’re so smart” (1:18–1:21).

On the surface, this seems like a throwaway comment. But in practice, it’s a calculated dismissal of long-time community leaders and historians who’ve spent years fighting for realism in boxing games.

Who This Targets

  • Poe: With years of receipts—emails, forums, podcasts, direct developer Q&As—Poe has consistently pushed for real boxers, authentic mechanics, and transparency. He personally helped bring Shannon Briggs and others into conversations with game studios, not for profit, but for love of the sport.

  • DeBeas and others: Veteran voices who’ve long championed realism, called out stripped-down mechanics, and challenged SCI’s shifting narratives.

“There’s this small group of people who think they’re so smart…” —Ash Habib (1:18–1:21)

Instead of respecting these contributions, SCI framed them as arrogance.


The Tactics of Deflection

The language SCI uses shows a pattern:

  • Critics as Elitists: Turning veteran fans into nuisances makes it easier to dismiss their feedback.

  • Big Publisher Deflection: Mentioning outreach to EA and 2K distracts from the fact that Undisputed itself is missing promised features like referees and clinching.

  • Casuals as a Shield: Casual audiences are used to justify simplified mechanics, even though they won’t sustain the game long-term.


The Bigger Issue: Short-Term Thinking

Both the loose footwork excuse and the “small group” dismissal reveal the same problem: SCI prioritizes quick fixes and temporary engagement over long-term authenticity.

  • Casual fans are catered to first—but they won’t be here in five years.

  • Hardcore fans are sidelined, even though they’re the ones who’ll keep playing, testing, and advocating for the game.

  • Trust erodes every time receipts and real contributions are brushed aside in favor of slick excuses.


Why This Matters Beyond Undisputed

This isn’t only about one studio. It’s about the industry’s approach to legacy sports:

  • Dialogue vs. Dismissal: Hardcore fans don’t demand miracles overnight—they demand honesty and collaboration.

  • Receipts vs. Denial: Fans like Poe and DeBeas have tangible proof of their contributions. Ignoring that history discards invaluable community knowledge.

  • Legacy vs. Flash: Fight Night Champion is still played a decade later because it embraced realism. Undisputed risks are fading quickly if it keeps chasing “balance” over authenticity.


What Fans Deserve

Loose footwork wasn’t just a design choice—it was a signal that realism could be sacrificed. The “small group who think they’re smart” line wasn’t just a remark—it was a warning that invested fans would be treated as a problem rather than a partner.

For boxing, a sport defined by contrasting styles, respect for history, and authenticity, this approach alienates the very people who keep its legacy alive. Casuals may come and go, but hardcore fans will remember who listened—and who dismissed them.


Bottom Line: Authenticity is not a liability—it’s the lifeline of boxing games. The hardcore community isn’t arrogant. They’re invested. They’re the foundation. And without them, no boxing game can last.


The Undermining Narrative



The Undermining Narrative

When Ash Habib, in his interview with TheKingJuice (“Being Honest About Undisputed Boxing Game”), casually refers to a “small group of people who think they’re so smart” (1:18–1:21), it sets up a dismissive frame. Instead of acknowledging that long-time boxing community members have legitimate concerns and decades of contributions, it paints them as arrogant troublemakers. This language quietly discredits rather than engages, turning valid criticism into something that can be brushed off as ego.


The Reality of Fan Contributions

Fans like Poe and DeBeas don’t just speculate—they’ve put in years of effort:

  • Direct Engagement: Poe has receipts—emails, forum posts, podcast recordings, and direct Q&A sessions with developers across EA and Round4Round. His questioning of devs has been consistent, transparent, and on record.

  • Boxer Outreach: Poe has personally helped connect real boxers with game studios, building authenticity into rosters at no personal gain. Shannon Briggs is one clear example, but there are many others he championed.

  • Community Advocacy: These fans represent the hardcore base that will keep a boxing game alive long after casual players drift away. Their pushback isn’t arrogance—it’s preservation of realism, accuracy, and respect for the sport.


Deceptive Tactics and Deflection

The “small group” remark is part of a larger pattern:

  • Framing Critics as Elitist: Instead of addressing concerns head-on (lack of referees, loose footwork, shallow AI, etc.), SCI leans on dismissive language that alienates veteran fans.

  • Using Casual Fans as a Shield: By leaning on casual audiences, SCI can justify stripped-down features as “gameplay balance” instead of acknowledging the removal of promised authenticity.

  • Deflecting Toward Big Publishers: Ash’s mention of reaching out to EA and 2K makes it sound like SCI is on the same level, when in reality, these publishers have the resources to actually deliver realism without compromise. It distracts from Undisputed’s current failings.


Why This Hurts the Community

  1. Alienation of the Core Base: Long-time boxing fans—the ones with knowledge and passion—are treated as nuisances rather than partners.

  2. Short-Term Focus: Casual fans will eventually move on. When they do, only the hardcore community will remain, and they’ll be left with a game that doesn’t reflect what they asked for.

  3. Loss of Trust: Dismissing receipts, ignoring feedback, and reframing criticism as arrogance damages credibility.


The Bottom Line

Ash Habib’s “small group” comment wasn’t just a throwaway—it reveals a philosophy of managing dissent rather than listening. But the truth is that fans like Poe and DeBeas aren’t just smart—they’re invested, knowledgeable, and proven contributors. Ignoring them doesn’t just discredit individuals; it risks erasing the very foundation of a lasting, authentic boxing game.


Would you like me to merge this with the earlier “loose footwork justification” breakdown into one long-form piece? That way we can show a connected narrative of how SCI dismisses realism criticisms across multiple fronts (movement, AI, community voices).

The Flawed Justification of Universal Loose Foot Movement

 

The Flawed Justification of Universal Loose Foot Movement

1. Stripping Away the DNA of Boxing

Boxing isn’t just about throwing punches — it’s a chess match of styles.

  • A pressure fighter like Rocky Marciano isn’t supposed to “float.” His style, success, and legacy came from being flat-footed, grinding forward, and breaking opponents down.

  • A mover like Muhammad Ali is defined by his unmatched ability to glide around the ring.

By giving every boxer the same loose foot mechanics, SCI essentially erases these contrasts. It’s not just inaccurate — it’s insulting to what boxing is. Fans don’t want to see Marciano prancing like Ali, or George Foreman suddenly side-stepping like Pernell Whitaker.

What makes boxing compelling is that each style has advantages and limitations. Erasing those limitations for “fairness” takes away the drama, identity, and soul of the sport.


2. Alienating Hardcore and Real Boxing Fans

Casual players might shrug this off, but for boxing purists, historians, and long-time fans, it’s alienating. The very people who should feel at home in a “simulation boxing game” instead feel betrayed:

  • They paid for a game that promised authenticity.

  • Instead, they’re handed homogenized mechanics designed to appease casuals.

  • Watching a flat-footed slugger do Ali’s footwork doesn’t just look wrong — it feels wrong.

This alienation is dangerous. Hardcore fans don’t just buy the game — they sustain it long-term with word-of-mouth, feedback, and loyalty. When they walk away, the game loses its backbone.


3. Casual Fans Will Move On Anyway

The excuse is always: “We had to balance things for casual fans.” But here’s the truth:

  • Casual players move on. They’ll play for a few weeks, maybe months, then chase the next big title.

  • Hardcore players stick around. They’re the ones who keep playing for years, run leagues, create content, build communities, and even defend the game in debates.

Designing for casuals first is a losing strategy. You end up alienating the loyal base to please a group that won’t stay long. When the casuals leave, what’s left? A fractured, bitter hardcore community stuck with mechanics they never wanted.


4. The Missed Opportunity of True Balance

SCI didn’t need to flatten boxing to balance it. Realistic alternatives exist:

  • Fatigue & Stamina Systems: Dancers gas out if they run too much.

  • Ring-Cutting Mechanics: Flat-footed boxers can trap movers.

  • Power vs. Mobility Trade-offs: Stationary boxers hit harder. Movers sacrifice some sting.

  • Stat-Driven Traits: Marciano’s relentless power vs. Ali’s evasive brilliance.

  • Sliders & Options: Let casuals toggle an “equalized mode,” but let sim fans play the sport as it truly is.

Balance doesn’t mean sameness. It means respecting the differences and finding systems that make those differences fun and fair.


5. The Long-Term Consequences

By forcing this system:

  • Immersion breaks. The visual of Marciano skipping around the ring kills authenticity.

  • Trust erodes. Fans promised a sim feel lied to.

  • Community divides. Casual-first vs. hardcore-first becomes a never-ending argument.

  • Longevity suffers. Without the hardcore foundation, the game risks fading into irrelevance once casuals leave.

In short: Undisputed risks becoming a short-lived fad instead of the generational boxing sim fans have dreamed of for decades.


Closing Thought

Ash Habib’s justification shows a misunderstanding of boxing’s core appeal. Boxing isn’t supposed to be “fair.” The beauty is in the contrasts — the immovable object against the unstoppable force. When developers sand down those contrasts, they’re not making boxing — they’re making a generic fighting game with boxing skins.

If SCI truly wants to honor the sport, they need to stop chasing casual approval and start building systems that respect authenticity. Because when the casuals leave, only the hardcore will remain — and they’ll remember whether the game stayed true to boxing, or betrayed it.

The Movement to Discredit Poe’s Contribution to Boxing Video Games

 

The Movement to Discredit Poe’s Contribution to Boxing Video Games

Background: Passion Over Profit

For decades, boxing video games have struggled to capture the true essence of the sport. While fans crave realism and authenticity, developers often cut corners, focusing on surface-level entertainment rather than honoring the athletes who built boxing’s legacy. Into this void stepped Poe—a decorated amateur boxer, community leader, and relentless advocate for authentic representation.

Unlike many who approach the industry with financial motives, Poe’s efforts were never about payment. His work was fueled by passion: a lifelong love of boxing and a determination to see the sport’s athletes, past and present, showcased inside video games. His mission was simple yet vital—make sure that when fans booted up a boxing game, they could see and feel the sport’s history and its athletes fully represented.


Building Bridges: Poe’s Active Role in Recruiting Boxers

Poe did what most fans could only talk about—he acted. Instead of waiting for studios to “get it right,” he actively searched out boxers and pushed for them to be included in titles from EA, Round4Round, and Steel City Interactive.

This was not a casual suggestion made in forums or chat groups; it was real advocacy, direct outreach, and personal connections brought to the table. Poe built relationships with athletes, educated them on the opportunities video games presented, and encouraged them to take part. He became a living bridge between the boxing community and the gaming industry.


Case Study: Undisputed and Shannon Briggs

The clearest example of Poe’s behind-the-scenes contributions came with Undisputed. During its roster development phase, Poe sent numerous boxers directly to Todd Grisham, who was closely involved with fighter outreach for the game.

Among these was Shannon Briggs—former heavyweight champion, cultural icon, and Poe’s longtime friend. Poe’s connection ensured “The Cannon” was brought into the game, giving fans the chance to experience his presence virtually. And Briggs wasn’t the only one—several names on the roster owe their pathway to Poe’s advocacy and persistence.

This wasn’t about clout; it was about ensuring the right boxers had their legacies preserved in the digital era.


The Pushback: Attempts to Discredit

Despite these tangible contributions, a movement began to discredit Poe’s role. Some downplayed his involvement, others framed it as self-serving, and still others simply tried to erase him from the story.

But the facts remain: Poe was unpaid, unprompted, and consistent in his efforts. His legacy is not one of opportunism but of authenticity. As someone who lived and breathed boxing—both in the ring and in the community—his work naturally extended into games. To deny that is to deny the grassroots labor that made many boxing rosters possible.


Why It Matters: Legacy, Representation, and Respect

Poe’s story reflects a broader issue in gaming and sports: how fan advocates and community leaders are treated once companies achieve their goals. It also shows why authentic voices matter. Boxing video games are at their best when built with input from people who understand the sport—its athletes, its history, its culture.

Without Poe and others like him, games risk becoming hollow shells, filled with surface features but lacking the soul of boxing. His contributions prove that passion can drive progress and that authenticity is not just a buzzword, but a necessity.


Conclusion: Giving Credit Where It’s Due

Poe’s work with EA, Round4Round, and Steel City Interactive—especially his efforts to connect boxers like Shannon Briggs to Undisputed—cannot be ignored. He wasn’t just a fan shouting into the void. He was a connector, a motivator, and an advocate.

Attempts to discredit him may continue, but the record speaks louder. Poe’s fingerprints are on the sport’s digital history, and any honest look at the path boxing games have taken must acknowledge his role.



Monday, September 15, 2025

The BBBofC Narrative in Undisputed: Licensing, Realism, and the Truth About Damage







 

The Interview That Sparked the Debate

In a YouTube interview with JayMMA (“Ash Habib Opens Up About Undisputed…”), Ash Habib (CEO of Steel City Interactive) discussed Undisputed’s damage system with surprising candor.

At 8:29–8:52, the interviewer(TraySold) pressed the issue:

“If y’all could — like we would love to see the damage that we’re doing to somebody just a little bit more. Like I could be hitting somebody with a bunch of hooks and at the end of the fight they like ready to go to the party. So if we can get a little better visual representation on the fighters round after round after a fight…”

Ash responded between 8:53 and 10:16:

“One of our very early builds, the damage was… like clearly you could see this guy is actually [hurt]. The very first trailer with Conor Benn and Josh Kelly had more damage than what we’ve got in the game now. And I think what we’ve had to do over time is — not that licensing is an issue, but sometimes that can cause us one or two issues… whether it’s the likes of the British Boxing Board of Control, making sure we’re not glorifying violence and things like that. As a boxing fan and gamer first and foremost, I wanted to do all this kind of stuff. I went pretty wild with some of these ideas. But I learned the challenges licensing brings.”

This clip is the only on-record moment where the BBBofC is linked directly to Undisputed’s toned-down damage system.


 Licensing vs. Direct Intervention

The way Ash frames it suggests caution, not censorship. There is:

  • No BBBofC policy requiring videogames to reduce depictions of boxing injuries.

  • No directive from the Board telling SCI to pull back damage.

Instead, this sounds like self-censorship — SCI tempering features out of fear of upsetting licensors, then invoking those licensors to explain the change to fans.


 Other Real Influences on Damage

  1. Ratings Boards (ESRB & PEGI)

    • Undisputed carries a Teen rating, which naturally restricts excessive gore and extreme blood effects.

    • Comparable titles like EA UFC walk this same line successfully.

  2. Technical Constraints

    • Facial swelling, deformation, and injury progression are resource-heavy features.

    • A smaller studio like SCI may not have had the bandwidth to maintain these systems at the level shown in early builds.

  3. Design Balance

    • SCI may have toned down visuals to preserve fighter likenesses and prevent matches from turning grotesque, which can undermine immersion.


 Comparisons: How Other Games Handled Damage

Fight Night (EA Sports)

  • Featured progressive swelling, bruising, and cut stoppages that impacted gameplay.

  • Marketed its damage system as a core realism feature.

  • Still carried a Teen rating and used licensed fighters.

EA UFC Series

  • Pioneered real-time swelling, cuts, hematomas, and blood spatter.

  • Injuries escalated dynamically with each strike.

  • Approved by UFC leadership despite ESPN sponsors and a global image.

  • Ratings boards allowed this within Teen/Mature thresholds.


 Lessons for Undisputed

  1. Licensors don’t automatically restrict realism. If UFC approved brutal realism in its games, the BBBofC likely wasn’t uniquely restrictive.

  2. Ratings already set the boundaries. Fight Night and UFC delivered visible brutality while staying within Teen/Mature limits.

  3. Damage realism sells. EA used damage as a feature. SCI presented its reduced system as a licensing necessity.


The Real Picture

  • Ash did invoke the BBBofC at 8:53–10:16 when explaining toned-down damage.

  • But there’s no evidence the Board intervened directly.

  • More plausible reasons: ratings goals, development scope, and internal design choices.


 Final Word

The BBBofC narrative is less about regulation and more about framing compromises. Hardcore fans are right to be skeptical: boxing is violent, and realism demands that violence be represented.

By contrast, Fight Night and UFC proved that licensed combat-sports games can deliver visible brutality while keeping licensors and ratings boards satisfied. Undisputed’s softened visuals are SCI’s own decision — not one forced by the BBBofC.

Until SCI embraces authenticity as a design pillar, citing regulators will continue to sound like a false narrative, not a genuine limitation.


“Boxing Lost, Optics Won: The Creator League as SCI’s Marketing Band-Aid”


The Creator League Distraction: How SCI Used Influencers to Mask a Broken Undisputed


A League Born From Weakness

Steel City Interactive promised boxing fans the “most authentic boxing simulation ever.” What they delivered instead was a stripped-down prototype—missing referees, clinching, realistic AI tendencies, and much of what hardcore boxing fans were waiting for. Instead of fixing these core gameplay gaps, SCI rolled out The Undisputed Creator League: a marketing stunt built around influencers and content creators.

This wasn’t just a random idea. It was a deliberate pivot to cover the cracks in the foundation of their game.


1. Damage Control Through Optics

With criticism mounting, SCI needed something that looked positive. A Creator League gave them flashy highlight reels, Twitch streams, and a way to redirect the conversation:

  • Instead of fans asking about referees or simulation sliders, the community was bombarded with knockout clips and reaction videos.

  • By showcasing creators having “fun,” SCI manufactured the impression that Undisputed was thriving, even if the hardcore community knew the truth.

The Creator League became a smokescreen, masking broken gameplay under the lights of influencer content.


2. Casual Appeal Over Simulation

The Creator League was never for boxing purists. It was built for streamers and casual audiences who don’t care about referee warnings, stamina management, or realistic inside fighting.

  • Simplified gameplay: fewer mechanics to learn, easier for influencers to hop in.

  • Spectacle over strategy: knockouts and hype moments instead of slow-burn, chess-like realism.

  • Esports framing: matches packaged like gaming tournaments, not boxing contests.

This design choice told the sim community everything: SCI valued stream numbers over the sport’s authenticity.


3. Investor and Publisher Theater

Events like the Creator League aren’t just for fans—they’re for investors.

  • SCI could point to spikes in Twitch/YouTube views as proof of “engagement growth.”

  • Publishers and backers see influencers playing and assume the game has traction.

  • Engagement metrics become a substitute for real gameplay innovation.

This is classic gaming industry maneuvering: show numbers, not substance.


4. Silencing Hard Questions

The Creator League also gave SCI a buffer from criticism.

  • Influencers are incentivized to create entertaining content, not grill SCI about missing features.

  • NDAs and sponsor contracts prevent them from openly blasting the game.

  • Casual audiences following creators are less likely to notice—or even care—that referees, clinching, and realism are absent.

It’s a strategic PR firewall, where SCI controls the narrative and shields itself from its own community’s demands.


5. A Pattern of Stripped-Down Choices

The Creator League fits into SCI’s larger pattern:

  • Referees quietly removed.

  • Clinching left on the cutting room floor.

  • AI depth stripped down to “casual-friendly” archetypes.

  • Marketing focused on content and cosmetics instead of simulation.

The Creator League was the logical outcome of this strategy: build hype instead of fixing boxing.


Fans Deserve Better

For true boxing fans, The Undisputed Creator League represents a betrayal. It proves SCI is more interested in optics than authenticity, in casual spectacle over boxing simulation. Hardcore fans were promised realism—they got a marketing event.

The Creator League wasn’t about celebrating boxing. It was about masking a broken game.

If boxing gaming is ever going to evolve, it won’t come from smoke-and-mirror leagues like this. It will come from studios willing to listen to fans, hire the right developers, and respect boxing as a sport—not just content fodder.

Sunday, September 14, 2025

Referees & Clinching in Undisputed: Game-Flow or Missing Simulation?



Referees & Clinching in Undisputed: Game-Flow or Missing Simulation?

Why They Were Skipped

Steel City Interactive’s decision not to prioritize referees and clinching was almost certainly tied to game-flow.

  • Referees slow down pace: In real boxing, refs intervene constantly—breaking ties, warning fighters, deducting points. That adds realism but interrupts arcade-style “flow.”

  • Clinching disrupts constant punching: Clinching is tactical—it resets rhythm, conserves stamina, and smothers offense. But to a casual audience, it can feel like stalling.

  • Arcade lean: SCI’s removal of these mechanics suggests a pivot to uninterrupted, fast exchanges—closer to arcade fighting than a sim.

  • Production constraints: Beyond design, both systems are expensive. They require AI, animation, referee logic, and network stability. Cutting them simplified delivery.

👉 Bottom line: Yes—it was partly a game-flow/arcade choice and partly a production shortcut. But it removed two pillars of authentic boxing.


Developer Roles Needed for Referees & Clinching

To do this right, you need cross-discipline collaboration. Here’s the stack:

Core Engineering

  • Gameplay Engineer: Builds clinch states, referee commands, stamina/advantage flows.

  • AI Engineer: Decision-making for clinch entries/escapes, foul logic, referee personalities.

  • Physics/Character Controller Engineer: Stable multi-body constraints for clinches; ropes/corner interactions.

  • Networking Engineer: Synchronizes clinch grabs and ref breaks online (rollback/lockstep safe).

Animation & Presentation

  • Animator(s): Capture and polish clinch ties, pummeling loops, referee breaks.

  • Animation Programmer / Tech Animator: IK for arm placement, body size adaptation, layered strain loops.

  • Camera/Presentation Designer: Cuts and framing for ref interventions without blocking readability.

  • Audio Designer: Grabs, strain, ref VO, crowd responses.

Design & Systems

  • Boxing Systems Designer: Rulesets, stamina/foul economies, ref personalities.

  • Technical Designer / Scripter: Implements referee routines, foul packs, rule toggles.

  • UX/UI Designer + UX Researcher: Minimal prompts, foul warnings, practice tutorials.

Support & Tools

  • Tools/Engine Programmer: Debugger for clinch poses, ref logic, stamina/foul telemetry.

  • QA (Gameplay + Compliance): Stress-test edge cases: ropes, corners, size mismatches, fatigue extremes.

  • Producer / PM: Coordinates dependencies (animations → code → AI → networking).


Deliverable Systems

Referee Module

  • State Machine: Observe → Approach → Command → Enforce → Reset.

  • Personality Sliders: Strict/lenient, fast/slow, foul-tolerant/zero-tolerance.

  • Ring Navigation: Avoid boxers, squeeze through ropes, corner arbitration.

  • Rule Packs: Switch between sanctioning body standards.

Clinch Module

  • Entry/Exit Windows: Initiations, counters, ref-forced breaks.

  • Tie Types: Single collar, over/under, body lock.

  • Economy: Stamina recovery vs. time tax, damage mitigation vs. ref pressure.

  • Exploitation Guards: Diminishing returns, score bias against abuse.


Why It Matters

  • Hardcore Fans: Referees and clinching aren’t fluff—they’re the soul of authentic boxing.

  • Casuals: While some may see clinching as “stalling,” removing it strips depth. With proper tutorials and referee balance, both groups could coexist.

  • Game Identity: Without these systems, Undisputed feels like a hybrid leaning arcade. With them, it would truly live up to the “sim” promise.

1. The Casual Audience (Likely Target)

  • Expectations: Quick action, short matches, no interruptions.

  • Why it fits: Removing referees and clinches means the fight is uninterrupted—punches fly constantly, nobody has to deal with slower tactical resets.

  • Parallels: Feels closer to an arcade brawler like Fight Night Champion’s Champion Mode or even UFC’s stand-up only modes than to real boxing.

  • Appeal: Accessible for newcomers, Twitch-friendly, “fun right away” without needing deep boxing knowledge.


2. The Hardcore / Simulation Fans (Neglected)

  • Expectations: Authentic rules, tactical clinching, referee influence on pacing.

  • Why it clashes: Hardcore fans see referees and clinching as non-negotiable—these are fundamental mechanics of boxing. Taking them out signals that authenticity was not the design priority.

  • Impact: The lack of these systems breaks immersion for players who understand the sport at a higher level (historians, boxers, long-time sim fans).


3. The Hybrid Fan (Middle Ground)

  • Expectations: A mix of flash and realism, with optional toggles.

  • Why it matters: This group could’ve been served with modes or sliders—arcade flow for quick fun, simulation flow for depth.

  • SCI’s miss: Instead of offering both, they leaned toward the casual-first route, alienating the sim-first fans who form the most loyal long-term base.

The game flow SCI chose—fast, uninterrupted, constant exchanges—was clearly designed with the casual/arcade-leaning audience in mind. Hardcore/sim fans, who actually asked for referees, clinching, and tactical pacing, were sidelined.

👉 This is why there’s such tension in the community: SCI promised a simulation-first game, but the flow they delivered caters to casual accessibility, not the hardcore realism crowd.


 Hiring Brief: Referee & Clinching Implementation

Project Goal: Deliver authentic referee logic and clinching systems for a simulation-first boxing game.
Context: These mechanics are missing in Undisputed due to “game-flow” prioritization. To fulfill the promise of realism, they must be built with proper cross-discipline investment.


 Scope of Work

Referee System

  • Fully animated referee with rule-based AI.

  • Enforces clinch breaks, fouls, warnings, point deductions, and disqualifications.

  • Multiple referee “personalities” (strict, lenient, fast, slow).

  • Smooth pathfinding between boxers and into corners.

Clinching System

  • Entry/exit states (initiation, counter, ref break).

  • Tie-up variations: single collar, double collar, over/under, body lock.

  • Tactical depth: stamina recovery, damage mitigation, smothering.

  • Anti-exploit logic: diminishing returns, referee pressure scaling.


 Team Roles

Engineering

  • Gameplay Engineer – Clinch states, stamina/damage logic, foul system.

  • AI Engineer – Decision trees for clinch/ref usage, referee personalities.

  • Physics Engineer – Constraints for body ties, rope interactions.

  • Networking Engineer – Sync clinches/ref interventions online.

Animation

  • Animators (2) – Motion sets: clinch entries, pummeling, ref breaks.

  • Technical Animator – IK, contact matching, size/stance adaptation.

  • Animation Programmer – State machine logic, additive layers.

Design

  • Systems Designer – Rule packs, referee traits, stamina/foul balance.

  • Technical Designer – Scripts referee commands, foul triggers.

  • Camera Designer – Cinematics for breaks, warnings, deductions.

Audio/Presentation

  • Audio Designer – Grabs, scuffs, referee VO, crowd reactions.

  • UX/UI Designer – Visual cues for fouls, referee commands.

Support

  • Tools Programmer – Debugger for clinches and referee calls.

  • QA Analysts – Edge cases (corner traps, size mismatches, fatigue).

  • Producer/PM – Milestone scheduling, dependency tracking.


 RACI Chart

Task Responsible Accountable Consulted Informed
Clinch state machine Gameplay Engineer Lead Engineer Systems Designer Producer, QA
Clinch AI decisions AI Engineer AI Lead Systems Designer QA, Producer
Referee logic + fouls AI Engineer Lead Engineer Designer QA
Animations (clinch + ref) Animators, Tech Anim Animation Lead Gameplay Eng Producer
IK/contact matching Tech Animator Animation Lead Physics Eng QA
Rule pack design Systems Designer Design Lead AI Engineer Producer
Networking sync Net Engineer Lead Engineer QA, Producer Community
Debug tools Tools Programmer Lead Engineer QA Producer
Audio + referee VO Audio Designer Audio Lead Writer/Director Producer
UX tutorials & prompts UX Designer Design Lead QA, Systems Producer
QA test plan (corners, ropes) QA Analyst QA Lead Engineers Producer
Milestone tracking Producer Studio Director Leads Investors, Fans

 Staffing Roadmap (12 Weeks → Vertical Slice)

Phase 1 – Foundations (Weeks 1–3)

  • Clinch state machine built.

  • Referee locomotion + command schema.

  • Debug tool prototype.

Phase 2 – Interactions (Weeks 4–6)

  • Tie-up variations animated.

  • Referee break logic functional.

  • Stamina & foul economy integrated.

Phase 3 – Balance & Online (Weeks 7–9)

  • Strict vs. lenient referee personalities.

  • Networking test for clinches & ref breaks.

  • Camera/audio integration.

Phase 4 – Polish (Weeks 10–12)

  • Edge cases: corner/rope traps, size mismatches.

  • Final referee VO + crowd audio.

  • QA matrix completion.


 Why This Matters

  • Authenticity: Without clinching and referees, the game cannot claim “simulation.”

  • Longevity: Hardcore players will stick with a game that respects boxing’s tactical layers.

  • Accessibility: Proper tutorials + referee guidance help casual players learn instead of stall.

  • Market Value: Adds depth that separates a real sim from an arcade brawler.



“Boxing Fans Don’t Know What They Want”? The Biggest Deception in Sports Gaming

  “Boxing Fans Don’t Know What They Want”? – The Biggest Deception in Sports Gaming Introduction: A Dangerous Narrative In the world of b...