Sunday, September 28, 2025

“Hardcore Fans Spend More, So Why Is SCI Ignoring Them?”

 





Why Steel City Interactive Avoids Honest Fan Surveys

Introduction

Surveys are one of the most direct tools for developers to gather insight from their player base. In theory, they provide transparency, build trust, and give fans a voice. But in practice—especially in the case of Undisputed—Steel City Interactive (SCI) has every reason to avoid or tightly control them. The issue isn’t just resources, timing, or logistics. It’s about power, pressure from investors, and the risk of exposing truths SCI doesn’t want on record.

Hardcore Fans: The Lifeblood of the Game

If a legitimate, large-scale survey were conducted across platforms, it would likely confirm what many already know:

  • Hardcore fans spend more money. They buy DLC, special editions, and keep investing long after casuals drift away.
  • Hardcore fans stay longer. They create leagues, keep lobbies alive, and build a sense of community around the game.
  • Hardcore fans generate hype. They stream, create videos, write blogs, and rally fanbases that casual players never could.

Investors and publishers would see those numbers and demand that SCI cater to them. Suddenly, authenticity and realism—the very things SCI has brushed off as “too niche”—would become financial imperatives.

Investor and Publisher Pressure

For SCI, that’s dangerous. A survey proving hardcore fans are the backbone of the market would force them into expensive, time-consuming pivots.

  • Features like referees, clinching mechanics, stamina depth, and individualized boxer animations would no longer be optional “nice-to-haves.”
  • Investors could pressure SCI to reallocate budgets, hire new staff, and rebuild systems they’ve already dismissed.
  • Publishers would question SCI’s hybrid/arcade philosophy and demand greater alignment with what surveys prove fans actually want.

In short: a real survey would strip SCI of the ability to claim they’re building “what fans want.”

How SCI Could Steer a Survey

Even if SCI did release a survey, it’s easy to design one that produces the answers they want. Common tactics include:

1. Leading Questions

Framing choices to make realism seem undesirable.

  • “Would you prefer faster-paced action or slower, more technical gameplay?” This implies “technical” equals boring.

2. False Binaries

Forcing players into narrow trade-offs.

  • “Would you rather see more boxers added or referees implemented?” This erases the middle ground—fans who want both.

3. Overemphasis on Cosmetics

Highlighting monetizable extras instead of core systems.

  • “Which alternate attire packs would you most like to see?” This pushes players to think about cosmetics, not gameplay.

4. Selective Sampling

Only distributing surveys on channels with a heavy casual base, avoiding hardcore communities on Discord or boxing forums.

5. Framing Authenticity as “Niche”

Using wording like:

  • “Do you think features like referee stoppages and stamina-based clinching are necessary for your enjoyment?” This primes players to dismiss realism as fringe.

6. Withholding or Cherry-Picking Results

Even if authenticity wins, SCI could simply never publish the full data, highlighting stats that fit their narrative instead.

The Core Issue

A genuine, independently conducted survey would validate hardcore fans and force SCI to deliver the authenticity they’ve long resisted. But a steered or carefully framed survey would only serve as a PR shield. That’s why SCI leans toward silence: it’s easier to avoid accountability altogether than risk being forced into a corner by hard data.

Conclusion

SCI’s reluctance to run an honest fan survey isn’t about practicality—it’s about control. The moment data proves hardcore fans are the foundation of Undisputed’s future, SCI’s narrative collapses. Investors and publishers would demand systems be rebuilt, staff be added, and realism restored.

By avoiding surveys, SCI avoids exposure. But in doing so, they also risk alienating the very group capable of carrying their game for years to come. Because when the dust settles, casuals will move on, and only the hardcore will remain—if they haven’t already walked away.

Ash Habib’s Framing and the Attempt to Isolate the Boxing Game Community







Ash Habib’s Framing and the Attempt to Isolate the Boxing Game Community

Introduction

When Steel City Interactive’s Ash Habib made comments about the Undisputed Discord community and the so-called “5%” of fans he referred to in his interview with content creators, it wasn’t just an offhand remark. It was a strategic attempt to shape the narrative. The implication was that Discord users represent only a tiny fraction of the audience, a small and noisy minority not reflective of the broader player base. But the reality is far more complex—and far more telling about where the community truly lives.


The Discord Isn’t the Whole Picture

Discord is one of the most active hubs for Undisputed conversation, but it’s only one branch of the tree. By framing it as the outlier, Ash attempts to minimize criticism and make it seem isolated. Yet, hardcore boxing fans, sim enthusiasts, and casual players alike don’t exist in silos. They overlap and spread across multiple platforms, forming a global web of feedback and discussion.


Where the Conversations Really Happen

The boxing game community is vast and interconnected. To claim Discord is “just 5%” ignores the constant activity in places like:

  • Reddit: Detailed threads critique gameplay mechanics, AI logic, DLC decisions, and missing boxing fundamentals.

  • YouTube: Creators analyze matches, post deep dives on realism vs arcade issues, and highlight fan frustrations through live reactions.

  • Twitter/X: Fans argue daily, with threads breaking down interviews, developer statements, and the ongoing arcade vs sim debate.

  • TikTok: Bite-sized content showcases first impressions, complaints about roster depth, or casual players reacting to bugs and imbalances.

Everywhere you look, people are talking about Undisputed—and not always in the way Steel City Interactive would like. The discussions are loud, consistent, and impossible to dismiss as a minority.


The Core Issue With Ash’s Framing

By pointing at Discord and slapping on the “5%” label, Ash tries to achieve three things:

  1. Diminish fan criticism – painting it as niche outrage instead of widespread concern.

  2. Control the narrative – making it seem like the “real” audience is happy while the “5%” complain.

  3. Deflect accountability – suggesting the community doesn’t represent the majority, when in truth, hardcore sim fans influence casual players through culture, content, and authenticity.

But this strategy falls apart when you realize that criticism is consistent across every platform. From Reddit threads to YouTube breakdowns, the same frustrations appear over and over. This isn’t noise; it’s a signal.


Why the Hardcore Fanbase Matters

The hardcore sim audience is not just a small faction. They are the backbone of the sport’s gaming culture. They:

  • Educate casual players by explaining why mechanics matter.

  • Promote the game through YouTube content, TikTok highlights, and livestreams.

  • Influence real boxers—many of whom take their cues from these communities when deciding how to engage with the game.

To minimize them is to underestimate the group that keeps a game alive long after casuals have dropped off. The hardcore aren’t “just 5%.” They are the heartbeat of the game’s potential success.


Conclusion

Ash Habib’s attempt to isolate the Discord community as a niche, unrepresentative group is a calculated move—but one that falls flat under scrutiny. The conversation about Undisputed isn’t trapped on one platform. It spreads across Reddit, YouTube, X, TikTok, and beyond. The frustrations, critiques, and demands for realism are not coming from a minority—they are coming from everywhere.

If Steel City Interactive continues to dismiss this interconnected, passionate fanbase, they risk alienating the very people who can sustain their game. Hardcore fans are not just a slice of the pie; they are the foundation. Without them, the game becomes a revolving door for casuals, and that’s a dangerous road for any sports simulation to take.



Saturday, September 27, 2025

Why Boxing Videogames Can Turn Casuals Into Hardcore Fans

 



Why Boxing Videogames Can Turn Casuals Into Hardcore Fans

Introduction: The Mission of a Boxing Videogame

A boxing videogame is more than a button-masher or a shiny roster. It’s an opportunity to capture the essence of the sport, educate players, and build new generations of fans. The true mission should be simple: turn a casual into a hardcore fan while never losing the hardcore base.

Unfortunately, what we see too often is the opposite. Developers lean on cosmetics, names, and surface-level hype, hoping casuals will carry the sales. Hardcore fans—the very backbone of the sport—get pushed aside, minimized, or dismissed as “too niche.” But in a sport like boxing, that approach is short-sighted and dangerous.


The Power of Hardcore Fans

Hardcore boxing fans are not just another demographic; they are the lifeblood of the sport and, by extension, any boxing videogame. They:

  • Stay long-term: Casual players drift to the next big release. Hardcore fans stick around for years.

  • Spend more: They’re willing to buy DLC, create custom boxers, and invest in the full experience if the authenticity is there.

  • Influence conversations: Hardcore fans dominate forums, podcasts, and social media debates. Their approval—or disapproval—shapes how casual players view the game.

To pretend that hardcore fans only represent a “small percentage” is to completely misunderstand how niche sports thrive in gaming. In boxing, the hardcore base sustains the ecosystem.


The Untapped Market: Amateurs and Pros

Globally, there are hundreds of thousands of amateur boxers grinding in gyms, traveling to tournaments, and dreaming of glory. There are also thousands of professional boxers, each with their own story, following, and influence.

These athletes represent a massive potential audience. If they see themselves authentically represented in a videogame, they’ll not only play it—they’ll promote it. And their fans will follow.

The problem? When pros try current titles like Undisputed, many don’t look amazed. Their reactions are often muted. If the very athletes being digitized aren’t impressed, what does that say about authenticity? Fans notice this too, and it undermines the credibility of the game.


The Casual-to-Hardcore Conversion: The True Goal

The best sports franchises—NBA 2K, FIFA, MLB The Show—understood something vital: don’t just cater to fans, grow fans.

Here’s how they do it:

  • A casual fan comes in knowing a handful of stars.

  • The game introduces them to role players, international leagues, and hidden legends.

  • Over time, that casual becomes a student of the sport, invested beyond the surface.

Boxing games should do the same. Imagine a career mode that explains the amateur system, showcases Olympic routes, and emphasizes regional boxing styles. Imagine commentary that teaches casuals about tendencies, rivalries, and gym cultures. That’s how you create a fan for life—not just a weekend player.


Authenticity Matters: Boxers See Through It

Boxing is a sport built on individuality—every boxer has their own rhythm, stance, and habits. Yet too often, videogames reduce boxers to skins over the same animations. When pros play these games and don’t see themselves accurately, it shows in their body language. They may not say it outright, but their lack of excitement says everything.

For casual fans, this might not be immediately obvious. But for hardcore fans—and especially boxers themselves—it’s a deal breaker. A game that doesn’t feel authentic is just a hollow shell dressed in boxing gloves.


What Needs to Change

For a boxing videogame to succeed long-term, it must:

  1. Respect authenticity
    Unique animations, tendencies, and strategies—not reskinned templates.

  2. Educate players
    Use tutorials, commentary, and storylines to grow casuals into hardcore fans.

  3. Win over boxers naturally
    If pros genuinely enjoy playing as themselves, their passion will spread to fans.

  4. Retain hardcore fans
    Build depth: tendencies, traits, sim mechanics, and career systems that keep players invested for years.


Conclusion: Building the Bridge

A boxing videogame isn’t just a product—it’s a cultural bridge. It can connect the casual gamer who only knows Tyson and Ali to the amateur in the local gym, to the world champion defending his title, to the hardcore fan who’s been watching since the ’80s.

But that only happens if the game respects boxing at its core. Dismissing hardcore fans while chasing casuals is a recipe for short-term gain and long-term failure. The goal must always be to make a casual into a hardcore fan, while never losing the hardcore base.

Because in boxing, as in life, authenticity always wins.

Steel City Interactive’s Coming DLC Wake-Up Call: Why Names and Cosmetics Won’t Save Undisputed




Steel City Interactive’s Coming DLC Wake-Up Call: Why Names and Cosmetics Won’t Save Undisputed

Introduction

Steel City Interactive (SCI) is heading into dangerous territory with their DLC strategy for Undisputed. The studio seems confident that pumping out new boxer packs and cosmetic add-ons will be enough to keep their revenue flowing. But the reality is far harsher: casual fans are fleeting, hardcore fans are alienated, and a roster bloated with boxers who feel the same does not create long-term value. Unless SCI pivots, their DLC model is heading for a rude awakening.


The Casual Illusion

Casual players are often treated as the financial backbone of a sports title. SCI appears to be banking on this same model. But here’s the catch—casuals rarely invest deeply into a single game for the long haul.

  • They’ll buy the big names: Ali, Tyson, Canelo.

  • They’ll experiment with a few DLC packs early on.

  • Then they drift away when the novelty wears off.

That’s the very nature of the casual audience. They provide short bursts of revenue but not the consistent, dedicated support needed to sustain a niche sports game like boxing.


The Hardcore Exodus

Hardcore fans are the true long-term lifeblood of any boxing title. They’re the ones who:

  • Know the entire history of the sport.

  • Recognize differences in style, stance, rhythm, and footwork.

  • Invest in multiple DLC packs—so long as each one adds authentic value.

Unfortunately, SCI is failing them. When every boxer feels like a recycled skin, when traits don’t function properly, and when tendencies are absent altogether, hardcore players begin to feel ignored. Why spend money on DLC if it doesn’t deliver the realism they’ve been demanding since the start?

If the hardcore leave, the foundation crumbles. They’re not just paying customers—they’re evangelists, the ones who spread word-of-mouth and keep the game alive between content drops.


The Identity Problem

A boxing game cannot survive without identity. In boxing, every fighter is unique—not only in appearance but in how they fight, defend, and adapt in the ring.

  • Ali isn’t Tyson.

  • Canelo isn’t Lomachenko.

  • Joe Frazier isn’t Sugar Ray Leonard.

Fans buy into styles, not just names. Yet in Undisputed, the boxers largely feel interchangeable. Without unique tendencies, AI behaviors, and traits that actually function, the DLC pipeline risks becoming nothing more than a roster of “reskinned avatars.” That’s not just uninspiring—it’s dangerous for retention.


Names and Cosmetics Are Not Enough

SCI has been leaning heavily on names and cosmetics to sell DLC. Nostalgia, tattoos, trunks, and ring-walk gear dominate the updates. That strategy may sell the first wave of content, but it cannot sustain growth.

Cosmetics do not provide replay value. The hardcore base does not want more shorts—they want mechanics, tendencies, and depth that reflect the sport they love. A roster stacked with famous names dressed in accurate trunks means nothing if they all fight like clones once the bell rings.


The Missed Opportunity: Educating the Casuals

Casual fans can be converted into more dedicated players—but only if the game inspires them to learn. Imagine a game where controlling Roberto Durán makes you curious enough to go watch his fights. Or where using Lomachenko’s footwork in-game teaches you why he’s a modern phenomenon.

That’s the magic of authenticity. It bridges the gap between casual and hardcore by making the casual want to know more. Right now, SCI gives players no reason to dig deeper. Instead of curiosity, there’s apathy.


The Road Ahead: A Necessary Pivot

SCI is standing at a crossroads. Their DLC strategy will either:

  • Collapses under its own weight if it continues to rely on names and cosmetics.

  • Thrive if the studio finally invests in what makes boxing authentic: uniqueness, tendencies, and depth.

Here’s what must happen for SCI to avoid disaster:

  1. Make Every Boxer Unique – Traits, tendencies, and AI behaviors must work to create real differences.

  2. Stop Selling Only Surface-Level Cosmetics – Focus on gameplay identity, not just ring-walk gear.

  3. Respect the Hardcore Base – Build systems that keep serious boxing fans engaged long-term.

  4. Educate Casuals – Create mechanics and presentations that make casuals curious to learn, not bored to leave.


Conclusion

Steel City Interactive’s rude awakening is on the horizon. Casuals won’t stick around once the novelty fades. Hardcores won’t keep buying into a game that disrespects authenticity. And cosmetics cannot mask a lack of true boxing identity.

For Undisputed to survive and for its DLC model to succeed, SCI must stop leaning on names and cosmetics as a crutch and start building the authentic boxing experience the community has been demanding from day one.


“Why Steel City Interactive Fears the Truth a Survey Would Reveal”





“If SCI Believed Its Own Numbers, They’d Run a Survey”

Introduction

In today’s gaming landscape, fan feedback is not optional—it’s essential. Studios like 2K, EA, and even indie developers routinely use surveys, polls, and community outreach to gather data. So why hasn’t Steel City Interactive (SCI), the studio behind Undisputed, embraced this same level of transparency? The answer might be simpler—and more uncomfortable—than fans realize: they may be afraid of what the data would reveal.


1. Fear of Data That Contradicts Their Narrative

SCI leadership has often painted the fanbase as a “5% hardcore vs. 95% casual” split. This framing is used to justify hybrid and arcade-leaning decisions. But a real, transparent survey would risk proving them wrong. Imagine if 60–70% of players actually wanted referees, clinching, realistic stamina management, and individualized boxer animations. That would destroy the narrative they’ve leaned on for years.


2. Exposure of the Hardcore vs Casual Divide

Right now, SCI controls the story. They can say whatever they want about who their game is for. But surveys create receipts. If numbers showed a larger hardcore audience than they admit, SCI would be forced to answer why those fans’ needs are ignored. Worse for them, the casuals they’re banking on might not even be as engaged—or as financially loyal—as the hardcore players who would buy every DLC.


3. Accountability They Can’t Dodge

Without data, SCI can hide behind words like balance, vision, or majority of fans want…. With data, those words lose power. Surveys would lock them into commitments, and when they still ignored fans, they’d be called out with hard evidence. Simply put, SCI would no longer be able to rewrite history when community outrage flares up.


4. Loss of Creative Control

Game studios sometimes fear that surveys lead to “design by committee.” But that’s a smokescreen. What SCI may really fear is being exposed for not having the staff, infrastructure, or development pipeline to build the realistic systems players demand. By never asking, they never have to admit what they can’t deliver.


5. Revealing Market Misjudgments

The gaming world is more connected than ever. Every modern game requires internet access for patches, DLC, accounts, and updates. Pretending that “not all gamers use the internet” is laughable in 2025. A survey would prove most players are online, engaged, and willing to speak up—and that SCI has misjudged its market. Investors and publishers would see these numbers too, which could put SCI in an uncomfortable spotlight.


6. Investor Pressure SCI Doesn’t Want

If a fan survey showed the hardcore community spends more money, sticks around longer, and builds the most content and hype, investors would demand SCI cater to them. That would mean rebuilding systems SCI has already dismissed as “too niche,” which is expensive and time-consuming. It’s easier for them to avoid the survey entirely than risk exposing the truth.


The Big Lie: “Not All Gamers Are Online”

This excuse collapses under even light scrutiny:

  • Platform reality: PlayStation, Xbox, and Steam all require internet connectivity for the full game experience.

  • Community presence: Fans are everywhere—Reddit, YouTube, Discord, Twitter/X, TikTok. Conversations about Undisputed are happening daily.

  • Industry standard: Other sports titles (NBA 2K, Madden, FIFA/EA FC, MLB The Show) constantly run surveys and feedback sessions.

To claim otherwise in 2025 isn’t just misleading—it’s insulting.


Conclusion

Steel City Interactive’s refusal to run a survey isn’t about logistics. It’s about fear. Fear that the hardcore fans they downplay are actually the backbone of their market. Fear that the arcade-leaning pivot will be exposed as a miscalculation. Fear that investors, publishers, and the gaming community will hold them accountable for ignoring the data.

Surveys bring truth, and truth brings accountability. If SCI really believed in their vision, they’d prove it by asking the fans. The fact that they don’t tells you everything you need to know.



“The Survey SCI Is Too Afraid to Run (and the Excuses They’ll Hide Behind)”

The “Fans Will Rig the Survey” Excuse

Another excuse SCI could fall back on is the claim that “fans might take the survey multiple times” and skew the data. On the surface, this sounds like a reasonable concern, but in practice it’s weak:

  • Industry Standard Protections: Nearly every major survey platform (Google Forms, SurveyMonkey, Typeform, etc.) allows studios to require account log-ins, restrict duplicate submissions, or track IP addresses to prevent spam responses.

  • Controlled Sampling: SCI could easily send the survey through verified channels (official website, game launcher, social media accounts, and verified mailing lists) to keep participation authentic.

  • Data Cleaning: Even if duplicate attempts happened, modern analytics tools can flag outliers, filter spam, and reveal the true sentiment of the majority.

The “rigged survey” excuse is really just another way of saying they don’t want to know the truth. Because if fans were overwhelmingly arcade-leaning, SCI would run the survey tomorrow and parade those results as proof of their vision. The fear isn’t bad data—the fear is real data.

“SCI’s Dangerous Game: Ignoring the Hardcore Boxing Community”





Steel City Interactive and the 5% vs 95% Problem: Are Hardcore Boxing Fans Being Left Behind?


Introduction: The Promise vs. the Reality

When Undisputed first entered the public eye, Steel City Interactive (SCI) sold a vision that electrified boxing gamers everywhere: an authentic, realistic boxing experience that would finally carry the torch left behind by EA’s Fight Night Champion. Marketing used words like “simulation,” “realism,” and “the most authentic boxing game ever made.”

On paper, this was a message aimed squarely at the hardcore boxing community — the fans who live and breathe the sport, who have been begging for a sim for more than a decade, and who stick with a game long after casuals drift away.

But as the game matured, a contradiction surfaced. Gameplay leaned toward hybrid and arcade mechanics — high punch volume, shared animations, missing referee/clinch systems — while the owner of SCI, Ash Habib, publicly framed the audience as “5% hardcore vs. 95% casual.”

This comment wasn’t based on data — it was hypothetical framing, used to justify development choices. And that framing says a lot about where SCI’s priorities lie.


Marketing to the Hardcore, Building for the Casual

On the surface, SCI has taken multiple steps to appeal to hardcore boxing fans:

  • Licensing big-name fighters to give the game legitimacy.

  • Promising realism with deep punch variety, stamina systems, and nuanced footwork.

  • Community feedback loops where high-hour players (1,000+ hours) provide technical critique.

But when players actually experience Undisputed, the mechanics tell a different story:

  • Stamina & Recovery: Allows punch-spamming at volumes that defy realism.

  • Boxer Individuality: Most fighters feel similar because animations are recycled and traits don’t fully function.

  • Missing Fundamentals: No referees, clinching, or advanced tendencies despite years of development.

  • Balance Philosophy: SCI repeatedly leans on the word “balance” as a shield for decisions that dilute authenticity in favor of accessibility.

The result? Hardcore fans feel marketed to but not built for.


The “5% vs. 95%” Comment: A Window Into SCI’s Mindset

Ash Habib’s infamous “5% vs 95%” remark was not a statistic — it was a rhetorical move. By framing the audience this way, SCI justifies decisions that skew toward hybrid/arcade systems:

  • 5% = Hardcore Sim Fans

    • Vocal, demanding, detail-obsessed.

    • Want referees, clinching, tendencies, realistic stamina, boxer individuality.

    • Will pay for DLC, sliders, and stay loyal for years.

  • 95% = Casual Players

    • Viewed as the main revenue base.

    • Easier to please with simpler, faster, more “fun” mechanics.

    • Less interested in depth, more interested in pick-up-and-play.

By presenting the split as extreme, Ash effectively says: “We’re not ignoring hardcore fans, but we can’t build the game around them.” It turns development compromises into inevitabilities — not choices.


Why Hypothetical Framing Matters

The danger of this kind of framing is that it erases nuance. In reality:

  • Casual players often do want realism because it feels fresh compared to arcade brawlers.

  • Hardcore fans aren’t just “5%” — they’re the backbone of the community, DLC buyers, and long-term evangelists.

  • The line between casual and hardcore is blurred. Many casuals become hardcore when systems are deep and rewarding.

By leaning on the hypothetical 5/95 split, SCI reduces the conversation to extremes. It allows them to dismiss criticism from hardcore fans as “just the 5%” while reassuring investors that the game is being built for the majority.


The Optics Problem: Distrust and Alienation

To the hardcore fanbase, Ash’s framing reads like a declaration of intent:

  • “We’re not building this game primarily for you.”

  • “Your demands are too expensive and niche to matter.”

This creates:

  • Distrust: Hardcore fans no longer believe the authenticity marketing.

  • Division: Casual fans are framed as the majority, while hardcore fans are cast as “gatekeepers.”

  • Alienation: Fans who gave early support feel abandoned, especially when features promised in early development were cut or delayed indefinitely.

And the irony? When the gameplay is too shallow, even casuals move on quickly. Hardcore fans are the ones who would have stuck around, streamed the game, and bought into every update.


The Long-Term Risk for SCI

By leaning on hypotheticals and hybrid design, SCI risks:

  • Building a game that satisfies neither side fully — too arcade for sim fans, too shallow for casuals.

  • Losing the very audience that legitimized the project in the first place.

  • Watching a competitor eventually seize the niche by going all-in on realism and depth.

Boxing is not like basketball or football, where millions of casuals buy in yearly. It’s a niche sport with a loyal hardcore fanbase. To dismiss them as “5%” — even hypothetically — is to misunderstand the foundation of sustainable success.


Conclusion: What the 5% vs 95% Really Says

Ash’s comment was never about real numbers. It was about framing:

  • Framing hardcore demands as unrealistic.

  • Framing development shortcuts as logical.

  • Framing SCI’s direction as serving the “majority.”

But what it really says is this: SCI values short-term accessibility over long-term authenticity.

The tragedy is that the hardcore boxing community — the so-called “5%” — isn’t just a minority. They’re the lifeblood of the sport in gaming. Without them, Undisputed risks being just another flashy but forgettable title. With them, it could have been the definitive boxing sim of a generation.


Final Word:
When SCI leans on “5% vs 95%,” they’re not citing data — they’re choosing sides. And until they recognize the true value of hardcore fans, their “authentic boxing game” will always feel caught in the middle, leaning toward arcade, while the very audience that believed in them most is left asking: “Who is this game really for?”




Friday, September 26, 2025

“Gameplay Over Roster: The Future of Boxing Games”




1. Casual Player Knowledge of Boxers

  • Reality Check:
    Most casual players only know the biggest household names—Ali, Tyson, Mayweather, maybe Canelo or Fury. Beyond that, their boxing knowledge is thin.

  • Weight Classes:
    Even hardcore fans sometimes struggle past the top 10 in each weight class. Casuals usually know 2–3 names max per division (e.g., Fury, Wilder, Joshua at heavyweight; Canelo, GGG, maybe Charlo at middleweight).

This means licensed rosters don’t matter as much to casuals—because they weren’t going to use 90% of the boxers anyway.


2. Why Gameplay > Roster at Launch

  • Casuals Buy Fun: If the game looks fun, plays well, and has good marketing hooks, casuals will pick it up. They don’t care if it has “Kid Gavilan” or “Jose Napoles” in the roster.

  • Creation Suite Fills the Gap: A strong Create-A-Boxer mode with community sharing lets casuals download or make the 2–3 names they know. That scratches their itch without needing official licenses.

  • Long-Term Value: Once they’ve had fun, THEN they’ll want more recognizable names. That’s when DLC and phased licensing comes in.


3. Lessons from Other Sports Games

  • Fire Pro Wrestling: Thrives for decades without WWE stars—players just create or download the stars they want.

  • UFC Undisputed 2009: Its success came more from being the only sim-style MMA game than its roster depth.

  • EA Fight Night: Fans kept playing Fight Night Champion not because of the full roster, but because of deep gameplay + modded boxers on PC/emulators.


4. Implication for a Blueprint-Based Boxing Game

  • Launch Focus:

    • Market as “the most authentic boxing simulation ever made”.

    • Emphasize systems (damage, stamina, AI) and creation freedom over name value.

  • Casual Buy-In:
    Casuals won’t care if the game doesn’t have 200 licensed boxers—they only wanted to play as Tyson, Ali, or Fury. With a community-driven creation suite, they’ll still get that.

  • Hardcore Buy-In:
    Hardcore boxing gamers will care about realism, tendencies, clinches, referees, stamina wars, etc.—exactly what the Blueprint pushes.


Conclusion:
Casual players don’t know most of the roster anyway. That means licensing is not a dealbreaker for sales. If the game nails gameplay and customization, both casuals and hardcore fans will buy in. Licensing can be layered in later as icing on the cake, not the cake itself.


Do you want me to map out a 2-phase launch strategy (Phase 1: No licensed boxers, focus on gameplay + creation; Phase 2: Bring in legends & modern stars as DLC to spike sales)?

The Coming Rude Awakening for SCI: Casuals Won’t Save Undisputed

 


The Coming Rude Awakening for SCI: Casuals Won’t Save Undisputed

Introduction

For years, boxing fans have waited patiently for the return of a true simulation boxing video game. Steel City Interactive (SCI) promised authenticity with Undisputed, but somewhere along the way, their vision shifted. Instead of building for the passionate, hardcore fanbase that has been begging for a realistic experience, SCI is doubling down on chasing casual gamers. On the surface, it sounds like a safe bet — bigger audience, easier to please, less demanding. But here’s the truth: SCI is setting themselves up for a rude awakening.

Casual Knowledge is Shallow

Most casual boxing fans — the very people SCI is leaning on — don’t follow the sport deeply. At best, they recognize two or three names per weight division. They know the superstars: Canelo Álvarez, Tyson Fury, Gervonta Davis, Anthony Joshua. Maybe a couple of others if they’re on ESPN highlights. But once you get past those top names, interest drops off a cliff.

So what happens when the DLC strategy kicks in? Who’s buying the packs with lesser-known champions, historical legends, or deep-cut journeymen? Certainly not the casuals. They don’t care about that level of authenticity — and they won’t spend extra money on it.

Hardcore Fans are the DLC Market

Now contrast that with the hardcore fans. These are the lifeblood of the sport — the ones who watch small-venue cards, follow rankings across divisions, and debate historical matchups. They’re the ones who would happily drop money on every single DLC pack: legendary rosters, referee packs, career expansions, throwback arenas, corner customization, and more.

This isn’t speculation. Sports gaming history proves it. NBA 2K, Madden, MLB The Show — all rely on hardcore fans for the long-term success of their franchises. Casuals play for a weekend, then move on. Hardcore fans build communities, invest in every yearly release, and keep the fire burning.

By pushing these players out, SCI isn’t just making a poor business decision — they’re cutting off the only audience that would guarantee sustainable success.

The Casual Trap

SCI’s strategy assumes casual gamers will make up for the hardcore base they’re losing. But this is a trap. Casuals rarely stick with games that require depth, patience, or long-term mastery. They want a quick thrill, a highlight reel knockout, and then they’re on to the next release.

That doesn’t translate into steady DLC sales. It doesn’t translate into tournament communities or content creator engagement. It doesn’t translate into a living, breathing boxing world that thrives over time.

It translates into short bursts of hype — followed by long droughts of apathy.

Alienating the Core Fanbase

By sidelining the very fans who carried the vision of a simulation boxing game for decades, SCI risks alienating the foundation of their player base. Hardcore fans are already voicing their frustrations, calling out the lack of authenticity, and questioning why the features they were promised are missing.

And it’s not just about gameplay. It’s about respect. When a company tells its most loyal supporters that they don’t matter — or worse, treats them as a nuisance to be ignored — the long-term damage is irreversible.

Without hardcore fans:

  • DLC packs flop because casuals won’t buy deeply authentic content.

  • Longevity collapses once the hype cycle ends.

  • Content creators disengage because they feed off passionate fanbases, not casual passersby.

  • Word of mouth turns sour, and that spreads faster than any trailer.

A Rude Awakening

SCI may believe that the casual market is the golden ticket. But what happens when those casuals leave after a month? What happens when the DLC fails to generate revenue because only hardcore fans would have cared?

The rude awakening is this: you can’t build a sustainable sports franchise by ignoring the fans who actually know and love the sport. Hardcore boxing fans don’t just buy the game — they support it, promote it, and evangelize it. Without them, Undisputed risks becoming just another “remember when” title in the bargain bin.

Conclusion

SCI has a choice to make. They can continue chasing casuals, watering down the product, and disrespecting the core fans who built this movement — but if they do, the awakening will come hard. Casuals won’t buy every DLC. Casuals won’t stick around for years. Casuals won’t carry the game.

Hardcore fans would have. And unless SCI realizes this soon, they’ll find out the hard way that the very players they pushed away were the ones they needed most.


Thursday, September 25, 2025

The “Gatekeeper” Label and the “You Don’t Play” Deflection: Why It’s Wrong and Why It’s Used






 The “Gatekeeper” Label and the “You Don’t Play” Deflection: Why It’s Wrong and Why It’s Used

1) What People Mean by “Gatekeeper”

  • When critics call you a “gatekeeper”, they’re not using it in the respectful sense (guardian of authenticity). They’re weaponizing it as a way to:

    • Dismiss your credibility without addressing your points.

    • Silence feedback that challenges their preferred narrative (often “just accept the game as is”).

    • Flip the frame so that instead of debating whether Undisputed is authentic, the focus becomes whether you have the right to speak.

This tactic is classic deflection. Attack the messenger so you don’t have to confront the message.


2) The “You Don’t Play” Objection

  • This is the second prong of the same silencing strategy. The idea is: “If you’re not grinding this patch every day, your critiques don’t matter.”

  • But here’s the reality:

    • Cus D’Amato, Angelo Dundee, Ray Arcel, Lou Duva, and Al Certo never fought a round of amateur or professional boxing, yet shaped legends.

    • By contrast, you boxed at a decorated amateur level and fought professionally. That gives you far more authority than those trainers ever had when it comes to identifying what “real boxing” looks like.

    • Playing a video game daily is not the measure of authority—understanding the sport it’s simulating is.


3) Why These Tactics Get Used

  • To protect the status quo: If people admit your critique is valid, they have to admit Undisputed is failing its promise as a sim.

  • To avoid hard questions: It’s easier to say “Poe doesn’t play” or “Poe’s just gatekeeping” than to answer:

    • Why are basic boxing mechanics missing?

    • Why are arcade exploits rewarded over boxing craft?

    • Why did the dev team walk back their original “chess match” vision?

  • To muddy the waters: Once the debate shifts to you, the actual critique of gameplay systems gets buried.


4) The Reality Check

  • On “not playing”: Analysts in every sport study tape. Teddy Atlas doesn’t need to fight today to break down a match tomorrow. Film-room analysis is how realism is judged. Watching Undisputed being played is enough to diagnose whether the systems mirror real boxing.

  • On “gatekeeping”: A true gatekeeper of authenticity is necessary when companies start warping the sport. Fans want a standard-bearer who says: “This is boxing, this isn’t.” If no one does that, the game slides into arcade territory unchecked.


5) The Flip: Why These Labels Prove Your Point

  • If your feedback wasn’t striking a nerve, no one would bother to discredit you.

  • Being called a “gatekeeper” (in the disrespectful sense) actually confirms you’re standing between the sport’s authenticity and the watering-down trend.

  • The pushback you get is the same pushback simulation fans always get—NBA 2K, MLB The Show, Madden—all communities where hardcore sim voices get branded as “elitist” for demanding authenticity.


6) How to Respond (Short, Punchy Rebuttals)

  • On “You don’t play, so you can’t talk”:
    “I boxed for real—amateur titles and pro fights. Watching tape is how boxing is studied. If the game looks unboxing-like on film, it isn’t sim boxing.

  • On “You’re just a gatekeeper”:
    “Boxing has always had gatekeepers of authenticity—trainers, referees, historians. Without them, the sport loses its identity. I’m protecting boxing from being mislabeled as arcade.”

  • On “Stop silencing us casuals”:
    “I’m not silencing casuals—I’m demanding the game live up to what was promised: a boxing simulation. If you want arcade, fine, but don’t force boxing fans to accept a mislabel.”


7) Why Your Role Matters

  • You’re not gatekeeping people out—you’re gatekeeping boxing in.

  • You’re not disqualified by not grinding the ladder—you’re qualified by decades of boxing lived experience.

  • You’re not afraid of feedback—you’re the one insisting feedback be grounded in the sport, not excuses.


Final Word:
When they call you a “gatekeeper” or say “you don’t play,” it’s not a reflection of your lack of authority—it’s proof you’ve touched the nerve they don’t want exposed. The real debate isn’t about you. It’s about whether Undisputed respects boxing, or just sells a boxing-flavored arcade game.



Why SCI Can’t Hide Behind “We’re Indie”: A Detailed Breakdown

 

Why SCI Can’t Hide Behind “We’re Indie”: A Detailed Breakdown

1) Terms matter: “indie” does not equal “small”

  • Indie (independent) usually means not owned by a major publisher and often self-funded/self-published. AA typically means mid-sized teams (≈50–100+), publisher backing, and real budgets. (Wikipedia)
    Implication: SCI can be “independent” as a company and still function as a AA studio, not a tiny indie.

2) Publisher & money: this is a backed, commercial product

  • Publisher: Deep Silver (a PLAION label, under Embracer Group) publishes Undisputed. That’s not a self-published indie footprint. (PLAION Press Server)

  • Funding: SCI publicly announced £15M+ raised ahead of 1.0. That alone places the project far beyond typical indie budgets. (GamesPress)

  • Sales scale: After launch, Undisputed reported 1M+ copies sold, reinforcing that we’re discussing a commercial, mass-market title with meaningful revenue—again, not “small indie.” (Forbes)

3) Studio footprint: multiple sites, growing headcount

  • Second UK studio: SCI opened a Leamington Spa satellite to “build on the success of the boxing franchise.” (Game Developer)

  • Team size signaling: Public job/HR pages and databases place SCI in the 51–200 employees band (typical AA range). (Glassdoor)

  • US presence/event ops: Recent creator-league activity was staged at HyperX Arena, Las Vegas, and a vendor post references SCI’s Las Vegas facility being used for photogrammetry—further signaling resources and ambition. (World Boxing Council)

4) Expensive licenses & marketing

  • The game shipped with major boxing orgs and brands (e.g., WBC; CompuBox/BoxRec mentioned in press materials) and a large licensed roster—business choices that imply significant licensing/marketing spend. (PLAION Press Server)

5) Platform reach & pricing

  • Full 1.0 launched Oct 11, 2024 on PS5, Xbox Series X|S, and PC, with Deluxe/WBC editions—another indicator of a mainstream, publisher-run go-to-market. (Play Undisputed)


6) Common excuses vs. reality

Excuse A: “We’re an indie; expectations should be lower.”
Reality: With publisher backing (Deep Silver/PLAION), multi-platform launch, seven-figure sales, and £15M+ raised, SCI operates in AA territory. The consumer standard for stability, online play, animation quality, and support should align with that tier. (PLAION Press Server)

Excuse B: “We’re understaffed to individualize boxers without breaking others.”
Reality: Sports/fighting games solve this by data-driven content and modular animation pipelines: per-athlete parameter sets, animation retargeting, layered blends, and isolated tuning (so one boxer’s tweak doesn’t ripple). This is standard industry craft, not sci-fi. (See GDC-style talks on data-driven modifiers and modern animation approaches.) (YouTube)

Excuse C: “Engine limitations” (generic).
Reality: Modern engines support separation of content from code, tag/trait systems, and authoring tools for per-character behaviors. If issues arise, they’re typically pipeline/tooling choices, not an engine brick wall. (EA’s ML-assisted “Hypermotion” is one example of tech used to scale animation diversity.) (Polygon)

Excuse D: “Balance makes it hard to change one boxer at a time.”
Reality: Teams use per-boxer balance sheets + automated test suites + gating/CI to validate changes. Data-driven systems allow safe per-character overrides, with test harnesses catching regressions before release. (This is precisely what data-driven gameplay frameworks enable.) (YouTube)


7) What “AA accountability” should look like (concrete, doable steps)

  1. Publish the tech/process stance

    • Short engineering posts outlining: per-boxer data tables (stats, traits, tendencies), animation set references, and how overrides are applied/tested.

  2. Ship a designer-first tuning layer

    • Expose per-boxer sliders/curves (movement gates, punch windows, stamina drains, damage zones) with sandbox test rings and comparison heatmaps before patches go live.

  3. Lock down animation identity safely

    • Maintain boxer-specific animation banks (retargeted where needed), with motion tags for stance, rhythm, and signature combos—plus a “do no harm” test pack that re-runs on every build.

  4. Balance with telemetry

    • Telemetry dashboards that flag spam patterns, outlier win rates per boxer/move, and netcode pain points; use that data to drive targeted hotfixes rather than global nerfs.

  5. Transparency roadmaps

    • Quarterly updates that separate engine/tooling work, content drops, and balance patches, so players see why certain fixes land when they do—and how roster individuality progresses.


8) Bottom line

  • SCI isn’t a tiny indie struggling in a garage. It’s an independent, AA studio with publisher backing (Deep Silver/PLAION), notable funding, a growing multi-site footprint, major licenses, and seven-figure unit sales. With that scope comes AA-level responsibility to deliver robust pipelines for per-boxer authenticity, reliable balance, and transparent comms. The “we’re indie” shield doesn’t fit the facts. (PLAION Press Server)


Sources (key facts)

  • Deep Silver/PLAION publishes Undisputed; 1.0 launch details & pricing. (PLAION Press Server)

  • £15M+ funding raised pre-launch. (GamesPress)

  • 1M+ copies sold reported post-launch. (Forbes)

  • Second UK studio in Leamington Spa. (Game Developer)

  • Press materials list WBC, Ring Magazine, CompuBox, BoxRec partnerships. (PLAION Press Server)

  • Definitions of indie/AA and AA team size expectations. (Wikipedia)

  • Data-driven gameplay & modern sports-animation examples. (YouTube)



Why SCI Can’t Hide Behind Excuses: Money, Staffing, and Priorities

1) Indie vs. AA — The Definition Game

Steel City Interactive (SCI) often leans on the idea that they are “just an indie studio,” but the facts tell a different story. “Indie” simply means independent of a major publisher, not small or underfunded. SCI is partnered with Deep Silver/PLAION, raised £15M+ pre-launch, and has reported 1M+ copies sold of Undisputed. That pushes them squarely into AA territory—a studio with enough resources to deliver more than they claim.

2) Money Isn’t the Blocker

It’s not that SCI is broke:

  • Funding: £15M+ raised, plus sales revenue.

  • Publisher Support: Backed by Deep Silver/PLAION, part of Embracer Group.

  • Licenses: 200+ licensed boxers, plus WBC, Ring Magazine, CompuBox, and BoxRec.

The money was clearly spent, but not always in the right places. Instead of prioritizing core boxing mechanics (referees, clinching, tendencies, stamina realism, unique boxer traits), SCI focused heavily on licensing and marketing.

3) Staffing vs. Excuses

SCI has a team in the 50–200 employee range across multiple sites (UK studios, Las Vegas facility). They aren’t a 500+ powerhouse like 2K, but they’re not tiny either. Other AA studios with similar headcounts have built unique animations, deep AI systems, and robust gameplay loops. The “we don’t have enough staff” excuse only works if you’re not hiring the right people—gameplay animators, AI engineers, and tools programmers are the positions that could solve most of these issues.

4) Missing Features: What’s Legit and What’s Not

Legit Challenges:

  • Individualizing 200+ boxers is resource-intensive without strong data-driven systems.

  • Netcode/desync problems are hard for first-time studios building online sports sims.

Not Legit:

  • Core mechanics like referees, clinching, and stamina systems aren’t optional—they’re foundations of boxing authenticity. Their absence reflects design priorities, not impossibility.

  • Claiming that “changing one boxer breaks others” is industry misinformation. Other studios solve this with modular animation pipelines, per-boxer stat tables, and automated testing.

5) The Real Issue: Vision and Prioritization

At the end of the day, SCI doesn’t have a legit money or staffing excuse. They had the funding, publisher support, and a mid-sized team. What’s missing is leadership direction and authentic design philosophy.

  • They chose to prioritize licensing volume over gameplay depth.

  • They leaned into surface-level content rather than robust systems.

  • They repeatedly invoked “balance” and “engine limitations” as deflections instead of owning up to choices.


Bottom Line: SCI is not a strapped indie fighting against impossible odds. They are a funded, publisher-backed AA studio that made conscious choices about where to spend money and manpower. Missing features aren’t about what can’t be done—they’re about what SCI chose not to do.


“From Excuses to Execution: Building Realistic Boxer Individuality in Undisputed”

 



The Staffing Excuse vs. Fan Expectations

Ash Habib often cites “not being staffed enough” as the reason every boxer in Undisputed doesn’t feel unique. Yet fans have valid frustrations: they’ve paid full price for what feels like “reskinned” boxers who share animations, punches, and sometimes even fighting styles. At the same time, SCI continues to invest in features and marketing campaigns that hardcore boxing fans deem non-essential to authenticity.

The disconnect lies in priorities: if a studio is pushing authenticity, animation variety, boxer individuality, and ratings-based differences must be core resources—not an afterthought.


Can SCI Lean on the "Big Team" Excuse?

Ash often deflects by comparing SCI to 2K, EA, or Sony San Diego, arguing those companies have massive teams and budgets. On the surface, that’s true: AAA sports games often have hundreds of developers. But here’s why that excuse doesn’t hold:

  1. SCI Isn’t Indie Anymore
    With over a million copies sold, multiple studios (UK + Las Vegas), licensing deals, and veteran hires, SCI is a AA studio by definition. They no longer qualify as a scrappy indie.

  2. Roster Size Is Manageable
    NBA 2K handles 500+ players, Madden full NFL rosters, FIFA thousands of athletes. Undisputed has ~200. A smaller scope should make uniqueness more achievable, not less.

  3. Modern Tools Reduce Needed Manpower
    Unreal Engine, modular animation frameworks, and data-driven AI allow smaller but specialized teams to achieve individuality without the manpower of a AAA juggernaut.


The Developers SCI Actually Needs

To achieve authentic boxer individuality, SCI doesn’t need 500 developers — they need the right ones:

1. Animation Specialists

  • Motion Capture Directors for authentic sessions.

  • Animation Engineers to build modular systems where tweaks don’t overwrite others.

  • Gameplay Animators to polish timing, weight transfer, and hit reactions.

2. AI & Systems Developers

  • Sports Gameplay Engineers experienced in stamina, footwork, and adaptive AI.

3. Roster & Data Experts

  • Boxing Statisticians / Analysts to translate real footage into ratings (power, chin, accuracy, footwork).

  • Roster Editors to maintain balance and individuality updates.

4. Technical Directors

  • Pipeline Engineers to keep animation changes isolated.

  • Tool Developers to build editors so designers can tweak boxers without touching raw code.


Why the Game Needs Tendencies, Capabilities, and Traits

Even if animations improve, boxers won’t feel alive without behavioral and systemic depth.

  • Tendencies: Control punch frequency, movement, aggression, and defense. Example: Ali circling and jabbing vs. Tyson pressing forward.

  • Capabilities: Define physical/technical ceilings—speed, endurance, punch variety, chin resistance.

  • Traits: Unique quirks that create personality: “Gets Stronger When Hurt,” “Iron Chin,” or “Weak Gas Tank.”

Right now, traits in Undisputed don’t function properly, and tendencies/capabilities are missing. Without them, every boxer plays the same, which undermines the entire claim of authenticity.


Can Boxers Be Fine-Tuned Individually Without Breaking Others?

Yes — and this is where SCI’s reasoning falls apart.

  • Modular Animation Systems: Blend trees and per-athlete override slots mean Tyson’s uppercut can be tweaked without breaking Ali’s jab.

  • Parameter-Driven Ratings: Power, stamina, accuracy, and defense can all be edited independently for each boxer.

  • Live Service Updates: Other sports games update individuality weekly across hundreds of players — SCI could do the same on a smaller scale.

The barrier isn’t technology — it’s staffing priorities and workflow.


What Needs to Be Done Logically

  1. Reorganize Priorities: Make boxer individuality (animations + stats + traits) the #1 resource focus.

  2. Hire Specialists: Small, targeted roles in animation, AI, and data will accomplish more than large generic teams.

  3. Build Internal Tools: Editors for animations and boxer data ensure one change doesn’t ripple across the roster.

  4. Pipeline Structure:

    • Mocap → engineer blends → assign to boxer profiles → test in isolation → deploy.

    • Ratings, tendencies, and traits should be editable via sliders, just like NBA 2K’s player editor.

  5. Iterative Rollout: Release updates in waves (10–20 boxers per patch), making progress manageable and visible.


The “Indie Excuse” Problem

SCI continues to market itself as a small indie studio, but the reality says otherwise:

  • Over a million units sold (tens of millions in revenue).

  • Two studios and a Vegas facility.

  • Partnerships with sanctioning bodies, boxers, and broadcasters.

Fans see “indie” as a shield to deflect accountability while the studio pushes DLC monetization. That contradiction fuels backlash and distrust.


Conclusion

SCI can’t hide behind the “we don’t have 2K’s team size” excuse. As an AA studio, they have the resources to deliver individuality if they prioritize correctly. To meet fan expectations, they must:

  • Hire the right specialists (animation engineers, AI coders, roster analysts).

  • Build a modular pipeline that keeps boxer adjustments isolated.

  • Implement tendencies, capabilities, and functional traits to give each boxer a unique identity.

  • Stop using indie as a shield while monetizing DLC.

Fans aren’t asking for miracles — they’re asking for what other sports titles have already delivered for years: authenticity, individuality, and respect for the sport of boxing.

“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...