Friday, July 17, 2026

Show Us The Failed Realistic/Sim Boxing Game

 

Stop Declaring a Market Failure That Has Never Been Properly Tested

The videogame industry keeps making a serious claim without presenting serious evidence.

We are repeatedly told that a realistic/sim boxing game would not sell.

We are told that boxing realism is too complicated.

We are told casual players would become frustrated.

We are told the audience demanding a deeper boxing experience is too small.

We are told that developers must simplify boxing, artificially balance boxers and make the sport feel more like a conventional arcade fighting game because that is supposedly what the larger market wants.

But where is the data?

Where is the independent research?

Where is the transparent consumer survey?

Where are the retention figures?

Where is the failed realistic/sim boxing game?

Which major company spent the time, money and resources necessary to build a comprehensive boxing simulation, released it in a polished condition, marketed it properly, supported it after launch and watched consumers reject it specifically because it was too realistic?

Name the game.

Do not name a game that had broken online play.

Do not name a game with missing boxing mechanics.

Do not name a game with poor artificial intelligence.

Do not name a game with shallow career systems.

Do not name a game that claimed to be authentic while leaving out major parts of the sport.

Do not name a game whose commercial problems could have been caused by weak marketing, licensing costs, technical failures, unfinished features or poor management.

Show us the boxing game that failed because it represented boxing too accurately.

The industry cannot show us that game because the experiment has never been completed.

Companies and their defenders are announcing the verdict before the trial has taken place.


“It Would Not Sell” Is Not Evidence

Saying something repeatedly does not turn it into market research.

“It would not sell” is a prediction.

“Casual players would not like it” is an assumption.

“Boxing is niche” is a generalization.

“Real boxing would not be fun” is a personal opinion.

None of those statements constitute proof.

A legitimate business conclusion would require actual evidence, including:

  • A clear definition of realistic/sim boxing.

  • A detailed description of the tested gameplay systems.

  • A representative consumer sample.

  • Segmentation between boxing fans, sports gamers and arcade fighting-game fans.

  • Purchase-intent data.

  • Engagement and retention measurements.

  • Pricing research.

  • Production-cost projections.

  • Mode-selection telemetry.

  • Analysis of optional assists and difficulty settings.

  • A comparison between accessible, hybrid and realistic/sim experiences.

Where is that research?

Has any company publicly released a large-scale study showing players a properly functioning realistic/sim boxing experience and measuring their response?

Has any publisher shown participants authentic inside fighting, clinch work, strategic foot positioning, boxer-specific AI, realistic stamina, referee behavior, judging variation and deep career management before determining that players would reject those systems?

Or did somebody in an office decide that realism sounded expensive, complicated or risky?

Those are two completely different situations.

One is market research.

The other is corporate fear disguised as consumer knowledge.


Stop Calling an Untested Product a Commercial Failure

For a realistic/sim boxing game to fail because of realism, a realistic/sim boxing game would first have to exist.

Not a partially realistic game.

Not a hybrid boxing game marketed with words such as “authentic.”

Not an arcade fighting game with realistic graphics.

Not a boxing game with physics-based punches but no meaningful clinching.

Not a game where every boxer moves loosely, reacts similarly and operates from the same fundamental AI template.

Not a game where ratings replace identity.

Not a game where a boxer’s name, face and shorts are more distinctive than his tactical behavior.

A true realistic/sim boxing game would need to represent the sport at a much deeper level.

It would need:

  • Authentic outside, mid-range and inside fighting.

  • Multiple clinch positions and transitions.

  • Hand fighting, framing, smothering and tie-ups.

  • Boxer-specific footwork and movement tendencies.

  • Orthodox and southpaw positional dynamics.

  • Realistic punch trajectories and delivery variations.

  • Weight transfer and balance consequences.

  • Style-specific defensive reactions.

  • Intelligent stamina management.

  • Accumulating physical damage.

  • Flash knockdowns and knockouts.

  • Referee positioning and intervention.

  • Judge personalities and scoring priorities.

  • Corner strategies and trainer chemistry.

  • Boxer-specific tactical AI.

  • Career matchmaking and promotional politics.

  • Weight management and training decisions.

  • Historical rules and era-specific presentation.

  • Hundreds of traits, tendencies and capabilities.

  • Sliders allowing players to modify the experience.

Where is the game that delivered all of that and failed?

It does not exist.

Therefore, the industry cannot truthfully say the market has rejected it.

The market cannot reject something it has never been given.


The Available Boxing Evidence Does Not Support the Industry’s Excuse

When we examine the commercial history that is publicly available, the evidence does not establish that realism drives customers away.

Electronic Arts reported that Fight Night Round 3 helped drive its fiscal fourth-quarter sales in 2006. EA generated $641 million in quarterly revenue, a 16 percent increase over the previous year, and specifically listed Fight Night Round 3 among the titles driving that performance. The company also reported that six of its titles sold more than one million copies during the quarter. (EA)

That does not prove every possible boxing simulation would succeed. It does prove that a boxing title emphasizing advanced presentation, physics and a more serious interpretation of the sport was commercially valuable to a major publisher.

Fight Night Round 4 continued moving toward physics-based punching, tactical countering and a style of gameplay that rewarded patience and boxing knowledge. Contemporary reception praised its physics and described its boxing as calculated, intelligent and more dependent on tactics than impatient button pressing. Public sales reporting indicates the game ultimately exceeded one million units. (Wikipedia)

Then came Fight Night Champion.

EA did not introduce that game by announcing that it had abandoned simulation to chase arcade fighting-game fans. EA publicly described it as the company’s most dynamic “simulation fighting experience,” with physics-based locomotion, punching and stamina systems. EA also emphasized that the game would remain accessible and user-friendly. (EA)

Read that again.

EA presented simulation and accessibility as compatible.

The company did not claim that realistic boxing mechanics automatically prevented new players from enjoying the game.

It attempted to offer depth while making that depth understandable.

That is what modern boxing developers should be doing.


Undisputed Proved That People Will Buy the Promise of Authentic Boxing

Steel City Interactive’s Undisputed sold more than one million copies shortly after its full release. It reached that milestone approximately one week after moving from Early Access to its multiplatform launch. (Game Republic)

What was the game selling to the public?

Was it promoted as Rock ’Em Sock ’Em Robots?

Was it marketed as a simple arcade fighting game for people who did not care about boxing?

No.

Its official marketing described it as an authentic boxing experience with true-to-life visuals and unprecedented control inside the ring. (Steam Store)

Whatever anyone thinks about how successfully the finished product fulfilled those promises, the commercial message is obvious:

People purchased the promise of authentic boxing.

They did not run away from that promise.

They showed up for it.

They spent money on it.

They demonstrated that a boxing game from a first-time independent studio could attract enormous attention after the major publishers had left the genre underserved for more than a decade.

That should have destroyed the argument that serious boxing games have no market.

Instead, some people attempted to use the game’s problems to justify making future boxing games even less realistic.

That conclusion is backward.

When players complain that an allegedly authentic boxing game lacks major boxing mechanics, the lesson is not that players dislike authenticity.

The lesson is that they expected more of it.

If customers buy a product because it promises authentic boxing and then criticize it for missing authentic boxing systems, that is not a rejection of realism.

It is a demand for the promise to be fulfilled.


Where Is the Controlled Comparison?

No publisher has publicly demonstrated a fair comparison between three properly developed boxing experiences:

  1. Accessible.

  2. Hybrid.

  3. Realistic/Sim.

Where is the test in which players were allowed to choose between those modes?

Where is the telemetry showing how long each group played?

Where is the evidence showing which players purchased downloadable content?

Where is the data showing which players remained active six months later?

Where is the information showing whether beginners gradually moved toward more realistic settings as they learned the sport?

Where is the evidence showing that realistic/sim players were less engaged, less loyal or less profitable?

It has not been presented.

Instead, the industry frequently assumes that the most simplified experience automatically has the largest commercial potential.

That assumption ignores one of the most important realities of sports gaming:

Depth creates longevity.

A simple game may be easy to understand during the first hour.

A deep game can remain interesting during the five-hundredth hour.

A boxing game with shallow systems may provide immediate action, but once players recognize the patterns, discover the exploits and realize that most boxers behave similarly, the experience begins to collapse.

A realistic/sim game can continue revealing new tactical situations because styles, positioning, stamina, damage, psychology and career circumstances create different problems.

That is not a commercial weakness.

That can become the foundation of retention.


“Boxing Is Niche” Is a Lazy Corporate Escape Hatch

Whenever the evidence becomes uncomfortable, somebody says boxing is niche.

Compared with global football or basketball, boxing may attract a smaller consistent gaming audience. That still does not prove a boxing game cannot be profitable.

A product does not have to sell 30 million copies to justify being made.

The correct financial question is not:

“Is boxing the largest sport in the world?”

The correct questions are:

  • What is the reachable audience?

  • What is an appropriate budget?

  • What is the break-even point?

  • How can licensing costs be controlled?

  • How can a creation suite expand the roster?

  • How can long-term content support increase revenue?

  • How can historical eras broaden the audience?

  • How can career, universe and management systems improve retention?

  • How can separate gameplay modes serve multiple groups?

A $25 million boxing game does not need the sales of a $200 million open-world blockbuster.

A company must match the scope and budget to the available market.

That is business planning.

Calling the sport niche without presenting a financial model is not analysis.

It is an excuse to avoid the analysis.


Simulation Does Not Mean Making the Game Miserable

The industry often creates a dishonest choice.

Players are told they must choose between a fun game and a realistic game.

Why?

Why is fun automatically assigned to arcade design?

Why is realism described as slow, frustrating or boring?

Why do people assume that accurately representing boxer identity, stamina, damage, movement and strategy would remove entertainment?

The excitement of boxing comes from the sport itself.

It comes from danger.

It comes from uncertainty.

It comes from tactical adjustments.

It comes from seeing one boxer solve another boxer’s style.

It comes from a body punch changing the fight three rounds later.

It comes from a boxer being hurt but hiding it.

It comes from a trainer recognizing a pattern.

It comes from a southpaw creating positional problems.

It comes from a pressure boxer cutting off the ring.

It comes from an exhausted boxer surviving the final minute.

It comes from a powerful puncher remaining dangerous even while losing.

It comes from the possibility that one mistake can end everything.

A realistic/sim game would not remove the drama.

It would allow the actual drama of boxing to exist.

Artificially increasing punch speed, reducing consequences and forcing every matchup to feel competitively equal does not automatically create fun.

Sometimes it removes the very qualities that make boxing compelling.


Accessibility Is Not the Same as Dumbing Down Boxing

A realistic/sim foundation does not require every player to master every system immediately.

The game can teach people.

It can include:

  • Beginner control presets.

  • Optional defensive assistance.

  • Automatic clinch assistance.

  • Foot-position indicators.

  • Tactical tutorials.

  • Interactive boxing lessons.

  • Simplified corner recommendations.

  • Optional stamina warnings.

  • Adjustable damage.

  • Adjustable referee strictness.

  • Adjustable AI complexity.

  • Practice drills for distance and timing.

  • Separate beginner matchmaking.

  • Casual, hybrid and realistic/sim rule contracts.

Accessibility means creating a path into the experience.

Dumbing down means destroying the depth at the destination.

A new player should not have to understand lead-foot dominance during his first fight.

However, the mechanic should still exist for players who learn it.

A beginner may need assistance cutting off the ring.

That does not mean ring cutting should be removed.

A beginner may not understand why clinching is necessary.

That does not mean clinching should become a meaningless animation.

A beginner may initially throw too many punches.

That does not mean stamina consequences should disappear for everybody.

You do not help players learn basketball by removing spacing.

You do not help players learn football by eliminating playbooks.

You do not help players understand racing by making every vehicle handle identically.

You should not introduce players to boxing by removing boxing.


Other Simulation-Oriented Games Destroy the “Realism Does Not Sell” Myth

Boxing does not exist in an isolated commercial universe.

The wider videogame market contains successful simulation-oriented franchises, management games, tactical games and complex role-playing games.

The Gran Turismo series surpassed 100 million units sold worldwide as of June 25, 2025. The franchise built its identity around the concept of being a serious driving simulator while still offering assists, introductory content and different ways to play. (gran-turismo.com)

Gran Turismo did not conclude that realistic vehicle behavior had to be removed because beginners might crash.

It provided assists.

It taught players.

It allowed them to progress.

It made automotive detail part of the product’s appeal.

Realism was not treated as a disease that had to be hidden from the consumer.

It became part of the franchise’s identity.

A boxing game can follow the same principle.

The underlying sport can be deep while the entry point remains welcoming.


What Are Companies Actually Afraid Of?

This is where the investigation must become more direct.

If realistic/sim boxing has not been publicly proven unprofitable, why does the industry remain so resistant to it?

Several possible explanations are more believable than the claim that consumers simply do not want realism.

They May Be Afraid of the Development Cost

Authentic boxing is difficult to build.

A realistic/sim mode cannot be created by adjusting three stamina sliders and slowing the punches.

The underlying game would require:

  • Advanced animation coverage.

  • Better motion capture.

  • More sophisticated physics.

  • Detailed boxer research.

  • Style-specific artificial intelligence.

  • Situational clinch logic.

  • Referee AI.

  • Judge AI.

  • Corner AI.

  • More robust career systems.

  • Granular testing across hundreds of boxer combinations.

That takes time, expertise and money.

A shallow game is cheaper to produce.

A universal movement system is easier to maintain.

One basic AI framework is easier to tune.

A small group of shared punch animations is easier to test.

Therefore, the real concern may not be that realism will not sell.

The concern may be that realism is expensive to deliver properly.

Companies should say that honestly.

Do not tell boxing fans that they do not want depth when the actual problem is that the company does not want to pay for depth.

They May Be Afraid of Boxer Individuality

A realistic/sim game would expose whether developers truly understand the boxers on their roster.

It would not be enough to scan the boxer’s face.

It would not be enough to record a ring walk.

It would not be enough to assign ratings for speed, power and stamina.

The game would need to understand:

  • How the boxer establishes range.

  • How he reacts under pressure.

  • Which direction he prefers to circle.

  • How he behaves near the ropes.

  • How he attacks the body.

  • How he sets up his strongest punch.

  • Whether he fights differently while hurt.

  • Whether he takes risks while behind.

  • How he manages fatigue.

  • How he deals with southpaws.

  • How he clinches.

  • How he escapes the corner.

  • How he changes throughout his career.

Realistic boxer identity would expose generic design immediately.

That creates accountability.

It is easier to call every boxer authentic than to build every boxer authentically.

They May Be Afraid of Real Boxing’s Imbalance

Boxing is not fair.

A great boxer can dominate a limited boxer.

A taller boxer may control range.

A powerful boxer may remain dangerous despite losing every round.

One style may create enormous problems for another.

Age, damage, preparation, weight and confidence can change a matchup.

Competitive gaming companies often prefer predictable balance.

They want every character or boxer to have recognizable counters.

They want matchmaking to feel fair.

They want players to believe every loss could have been prevented through the correct button sequence.

Real boxing does not always work that way.

Sometimes the opponent is better.

Sometimes the matchup is terrible.

Sometimes the boxer is too fast.

Sometimes the damage cannot be reversed.

Sometimes the wrong tactical decision in round three becomes fatal in round ten.

A realistic/sim mode would require developers to accept that imbalance can be an authentic feature rather than a design flaw.

That may frighten companies that prioritize competitive symmetry over boxing truth.

They May Be Afraid That Boxing Knowledge Would Matter

A realistic game would reward players for understanding the sport.

Distance would matter.

Angles would matter.

Foot position would matter.

Punch selection would matter.

Ring geography would matter.

Stamina management would matter.

Opponent tendencies would matter.

Some experienced boxing fans and tactical gamers would defeat players who rely only on reflexes, memorized combinations or exploitable mechanics.

That could frustrate people who expect instant competence.

But every deep competitive game has a knowledge ceiling.

The answer is not to flatten the game.

The answer is to teach the player.

A person who refuses to learn boxing should not be given the power to remove boxing from everyone else’s experience.

They May Be Afraid of Supporting Multiple Modes

A proper three-lane system would require clear development discipline.

The game might need:

Accessible Mode

More assistance, forgiving stamina, simplified defense, clearer indicators and reduced punishment.

Hybrid Mode

A mixture of responsive videogame conventions and recognizable boxing principles.

Realistic/Sim Mode

Authentic consequences, boxer individuality, tactical AI, full rules, meaningful clinching, realistic stamina and minimal artificial balancing.

Maintaining these modes would require testing.

Online matchmaking might need separate rankings.

Balance changes could not be applied blindly across every ruleset.

The studio would need to communicate exactly what each mode represents.

That requires more work.

However, “it requires more work” is not the same as “nobody wants it.”

They May Be Afraid of Direct Comparison

This may be the greatest fear of all.

Suppose a boxing game included a hybrid mode and a realistic/sim mode.

Players could compare them immediately.

They could see how stamina changed.

They could see whether punch output became realistic.

They could see whether boxer identity became more distinct.

They could see whether the AI behaved tactically.

They could see whether referees, clinching, injuries and judging genuinely affected the fight.

That comparison would force developers to define authenticity.

Marketing departments could no longer use the word as a flexible slogan.

Players would have a measurable standard.

A dedicated realistic/sim mode would create accountability that vague branding does not.


Private Research Is Not a Public Trump Card

A company may claim that it possesses internal telemetry, confidential surveys or focus-group data.

That is possible.

But hidden information cannot be used to silence public criticism while remaining immune from examination.

At minimum, the company should explain:

  • How many people were studied?

  • How were participants selected?

  • How many were boxing fans?

  • How many were sports gamers?

  • How many primarily played arcade fighting games?

  • How was realistic/sim boxing defined?

  • Were participants shown actual gameplay?

  • Was the realistic/sim experience optional?

  • Were assists available?

  • Were people asked about difficulty or authenticity?

  • Were the questions written neutrally?

  • Was long-term engagement measured?

  • Were active and former boxers included?

  • Were experienced boxing-game players included?

Survey language matters.

Consider the difference between these two questions:

“Would you prefer a fun boxing game that anyone can enjoy or an overly complicated simulation?”

“Would you use an optional realistic/sim mode featuring authentic stamina, boxer-specific AI, complete clinching, deeper damage, tactical footwork and adjustable assists?”

The first question is propaganda.

The second question describes an actual product choice.

Companies should not design biased studies, receive the answer they encouraged and then claim that the market rejected realism.


Give the Market a Real Test

A publisher does not need to gamble an unlimited budget to determine whether realistic/sim boxing has an audience.

Build a vertical slice.

Use two highly distinct boxers.

Create the same matchup under three gameplay contracts.

Let thousands of players test each one.

Measure:

  • Initial mode selection.

  • Repeat mode selection.

  • Average session length.

  • Rematch frequency.

  • Tutorial completion.

  • Assist usage.

  • Player migration between modes.

  • Career interest.

  • Satisfaction.

  • Purchase intent.

  • Long-term retention.

Then release the aggregated results.

Let independent researchers review the methodology.

Let the boxing community inspect the questions.

Let active and former boxers participate.

Let sports gamers participate.

Let casual players participate.

Let arcade fighting-game fans participate.

Then companies could make an evidence-based decision.

But until that test occurs, stop pretending the conclusion has already been proven.


The Burden of Proof Belongs to the People Making the Claim

Realistic/sim boxing fans are constantly asked to prove that their preferred game would sell.

That is backward.

The people declaring that it would fail are making the claim.

Therefore, they carry the burden of proof.

Show us:

  • The failed realistic/sim boxing game.

  • The production budget.

  • The marketing budget.

  • The development timeline.

  • The complete feature list.

  • The launch condition.

  • The sales figures.

  • The retention figures.

  • The consumer research.

  • The mode-selection data.

  • The evidence showing realism caused the failure.

Do not show us a broken game and blame realism.

Do not show us an incomplete game and blame realism.

Do not show us a poorly marketed game and blame realism.

Do not show us a hybrid game that never delivered complete boxing systems and pretend it represented the maximum commercial potential of simulation.

Isolate the variable.

Prove that realism was the problem.

Until then, “a realistic/sim boxing game would not sell” remains an unsupported prediction dressed in corporate clothing.


They May Be Afraid That Realism Would Raise the Standard Forever

A truly realistic/sim boxing game would permanently change expectations.

Once players experience legitimate inside fighting, they will question games that omit it.

Once players experience boxer-specific tactical intelligence, generic AI will become unacceptable.

Once clinching becomes interactive and strategic, automatic tie-up animations will feel shallow.

Once referees actively position themselves, warn boxers, break clinches and react to fouls, invisible officials will feel incomplete.

Once trainers analyze patterns and provide useful advice, cosmetic corner scenes will no longer be enough.

Once career mode includes promoters, managers, matchmaking, negotiations, sanctioning organizations, rankings, rivalries, injuries, weight management and evolving gyms, a basic sequence of fights will no longer qualify as depth.

Once players receive accessible, hybrid and realistic/sim options, companies will no longer be able to claim that arcade-oriented players must determine the experience for everyone.

That may be what the industry fears most.

Not that realism would fail.

That it would succeed.

That it would expose how little previous games attempted.

That it would create a knowledgeable, demanding audience.

That it would make the word “authentic” mean something measurable.

That it would force every future boxing developer to do better.


Final Challenge to the Industry

Stop telling boxing fans that they are too small to matter while using boxing legends to sell the game.

Stop placing Muhammad Ali, Mike Tyson, Sugar Ray Leonard and other icons on the cover while claiming the sport they mastered must be simplified beyond recognition.

Stop using realistic graphics to market arcade-level systems.

Stop calling a game authentic because the boxers were scanned.

Stop telling knowledgeable boxing fans that realism would not be fun.

Stop allowing people who primarily want an arcade fighting game to decide how much boxing belongs in a boxing game.

Give players options.

Create an accessible mode.

Create a hybrid mode.

Create a realistic/sim mode.

Include tutorials.

Include assists.

Include sliders.

Include separate online divisions.

Allow beginners to learn.

Allow casual players to enjoy themselves.

Allow hardcore players to experience the sport with depth.

Nobody has to lose.

The only people threatened by options are those who do not want players to see what is possible.

The gaming industry has spent years making claims about a product it has never fully built.

That is not proof.

That is avoidance.

So here is the challenge:

Show us the failed realistic/sim boxing game.

Show us the evidence that consumers rejected it.

Show us the transparent survey.

Show us the player data.

Show us the financial analysis.

Show us that realism, rather than poor execution, caused the failure.

Until then, stop speaking for the market.

Stop using casual players as a human shield.

Stop treating corporate assumptions as consumer facts.

Stop declaring realistic/sim boxing commercially dead when nobody has had the courage to let it live.

Build the game.

Give players the choice.

Then let the market answer.


Why Does “Fun” Always Mean What Casual and Arcade Fighting-Game Fans Want?

 

Why Does “Fun” Always Mean What Casual and Arcade Fighting-Game Fans Want?

Whenever hardcore boxing fans ask for more realism, strategy, depth, or authenticity in a boxing videogame, the same response appears almost immediately:

“The game still has to be fun.”

On the surface, that sounds reasonable. Of course a videogame should be fun. Nobody is asking developers to create something intentionally boring, frustrating, or inaccessible.

The real problem is not the word “fun.” The problem is how the word is being used.

In boxing-game discussions, “fun” often becomes a shield used to protect arcade mechanics, simplified systems, universal boxer behavior, shallow game modes, and design decisions that appeal primarily to casual players or traditional fighting-game fans.

It is treated as though casual fans have exclusive ownership over fun.

Meanwhile, hardcore boxing fans, experienced sports gamers, former boxers, trainers, historians, simulation players, career-mode players, and strategy-focused fans are told that the things they enjoy would somehow ruin the game.

Why do casual and arcade fighting-game fans get to choose what is fun for everybody else?

Fun Is Not One Universal Experience

Different players enjoy different things.

One player may enjoy throwing thirty punches in a few seconds without worrying about positioning, balance, fatigue, or defensive consequences.

Another player may enjoy carefully breaking down an opponent over ten or twelve rounds.

One player may want quick online matches with simplified controls.

Another player may want a realistic career mode with training camps, injuries, promoters, managers, rankings, contracts, rivalries, weight management, and strategic corner advice.

One player may want every boxer to feel responsive and easy to control.

Another player may want each boxer to have individual limitations, tendencies, movement patterns, strengths, weaknesses, punch mechanics, defensive habits, and stamina characteristics.

None of those players own the definition of fun.

The problem begins when only one group’s preferences are treated as reasonable.

When casual players ask for faster action, easier controls, shorter learning curves, more knockdowns, or simplified mechanics, their requests are described as necessary for the game’s survival.

When hardcore fans ask for realistic footwork, inside fighting, clinching, referee interaction, strategic stamina management, boxer individuality, deeper AI, or authentic career systems, they are often told:

  • “It is just a game.”

  • “That would not be fun.”

  • “Nobody wants all that.”

  • “You are asking for too much.”

  • “Casual players keep the game alive.”

  • “The developers have to appeal to everybody.”

  • “Realism would make the game boring.”

That is not a fair discussion.

It is a design philosophy where one audience is allowed to ask for what it wants, while another audience is expected to lower its expectations.

Casual Fans Are Allowed to Speak for Everyone

There is a strange assumption in sports gaming that casual players represent the entire potential audience.

A casual fan can say:

“The game needs to be easier.”

That statement is accepted as a legitimate market concern.

A hardcore fan can say:

“The game needs more depth.”

That statement is often dismissed as unrealistic, niche, or financially irresponsible.

Why?

Why is accessibility considered essential, but depth considered optional?

Why is arcade action treated as universal entertainment, while realistic strategy is treated as a burden?

Why is a casual fan allowed to reject simulation systems, but a simulation fan is expected to tolerate arcade mechanics?

The phrase “appeal to everyone” often does not actually mean appealing to everyone.

It usually means building the game around casual and competitive arcade preferences while giving hardcore fans a few presentation elements, licensed boxers, realistic graphics, or marketing words such as “authentic.”

That is not equal representation.

That is one audience receiving the core gameplay experience it wants while another audience is expected to be satisfied with appearances.

“Casual Fans Keep the Game Alive”

One of the most common arguments is that casual fans keep sports games alive.

There is some truth behind the idea that a large audience helps a game sell. No serious person should deny that broader accessibility can improve commercial performance.

However, that argument is frequently used in a dishonest or inconsistent way.

When discussing a boxing videogame, people say casual fans are necessary because hardcore boxing fans are supposedly too small of an audience.

Then those same people may discuss UFC and claim hardcore MMA fans keep the sport, community, and videogame alive.

Suddenly, hardcore fans matter.

Suddenly, dedicated fans are the foundation.

Suddenly, long-term supporters, knowledgeable players, and committed communities are important.

Why is hardcore dedication valuable when discussing UFC, but treated as irrelevant when discussing boxing?

Why are MMA enthusiasts recognized as a meaningful audience, while boxing enthusiasts are told that their knowledge and expectations do not matter?

Boxing is not a meaningless sport with no passionate audience.

It has generations of history, legendary personalities, global fan bases, regional cultures, major events, amateur systems, trainers, promoters, journalists, collectors, historians, former boxers, active boxers, and lifelong supporters.

The boxing audience should not be reduced to people who recognize only a few modern names.

Hardcore boxing fans may not always be the loudest commercial demographic, but they provide something casual consumers often cannot provide: long-term engagement.

They discuss the sport year-round. They debate styles, eras, strategies, matchups, trainers, judges, rankings, weight divisions, prospects, and history. They notice when a boxer’s stance is wrong. They recognize when movement does not match the athlete. They understand why southpaw and orthodox matchups matter. They know the difference between realistic pressure fighting and simply walking forward while throwing combinations.

These are the people capable of identifying whether a boxing game truly represents boxing.

That knowledge should be treated as an asset, not an inconvenience.

Hardcore Fans Help Preserve the Identity of the Sport

Casual fans are important for growth. Hardcore fans are important for identity.

A casual audience may purchase a game because of a famous cover boxer, a viral knockout clip, a popular content creator, or a major boxing event.

A hardcore audience is more likely to study the mechanics, play multiple modes, create historical matchups, build custom rosters, test AI behavior, analyze boxer ratings, discuss updates, provide detailed feedback, and remain engaged between major releases.

Hardcore fans often serve as unpaid quality-control analysts.

They notice when:

  • Every boxer moves too similarly.

  • Punches lack individual mechanics.

  • Inside fighting is missing.

  • Clinching is underdeveloped.

  • Defensive styles are cosmetic.

  • Judges lack distinct personalities.

  • Career mode does not reflect boxing politics.

  • Weight classes have no strategic meaning.

  • Trainers do not influence boxer development.

  • The referee is missing from the ring.

  • Stamina systems encourage unrealistic behavior.

  • Historical boxers fight like modern videogame templates.

  • AI opponents rely on generic patterns.

  • Knockdowns are based on repetitive animations instead of punch context.

These observations do not come from hatred of videogames.

They come from understanding boxing.

When developers ignore that knowledge, the game may still look like boxing, but it gradually loses the sport’s identity.

Realism Can Be Fun

The idea that realism and fun are natural enemies is one of the weakest arguments in sports gaming.

Realism can create fun through consequences, decision-making, individuality, unpredictability, and mastery.

It can be fun to understand why your jab is failing.

It can be fun to adjust your foot position against a southpaw.

It can be fun to recognize that your boxer does not have the stamina to fight at a high pace.

It can be fun to use the clinch to survive after being hurt.

It can be fun to invest in body punching and watch the opponent slow down in the later rounds.

It can be fun to build a boxer through an amateur career.

It can be fun to manage injuries, weight cuts, training camps, promotional relationships, and opponent selection.

It can be fun to discover that a boxer’s style is wrong for a particular matchup.

It can be fun to win a tactical decision instead of chasing a knockout in every fight.

It can be fun to watch CPU-controlled boxers recreate realistic stylistic battles.

It can be fun to build an entire boxing universe where rankings, champions, prospects, promoters, gyms, and rivalries evolve without the player controlling everything.

That is still fun.

It is simply a different type of fun than constant action and instant gratification.

A game does not become boring because it requires thought.

For many players, the thinking is the fun.

Arcade Fighting-Game Fans Should Not Control Boxing Design

Arcade fighting-game fans are allowed to enjoy boxing games. They are allowed to request faster modes, forgiving controls, exaggerated action, simplified systems, and competitive balance.

However, they should not automatically control the design philosophy of a sport they may not deeply follow.

A boxing videogame should not be required to behave like a traditional fighting game merely because both genres involve two people exchanging punches.

Boxing has its own logic.

It has distance management, rhythm, feints, balance, positioning, ring geography, pacing, scoring, clinching, defensive layers, fatigue, injuries, styles, physical disparities, tactical adjustments, and psychological pressure.

Traditional arcade fighting games are often built around symmetrical competitive systems. Boxing is not symmetrical.

Boxers are not supposed to be equally effective in every situation.

Some boxers are faster. Some are stronger. Some are better inside. Some require distance. Some have poor stamina. Some cannot fight moving backward. Some struggle against southpaws. Some have elite chins. Some are dangerous early but vulnerable late. Some win with volume. Some rely on timing. Some can completely neutralize certain opponents while struggling badly against others.

That imbalance is not necessarily bad game design.

It is boxing.

When every boxer is forced into a standardized competitive structure, the game may become easier to balance, but it also becomes less representative of the sport.

Accessibility Does Not Require Removing Depth

A boxing videogame does not have to choose between casual accessibility and hardcore depth.

The solution is not to force every player into one compromised hybrid experience.

The solution is options.

A well-designed boxing game could include:

  • Casual, hybrid, and realistic/sim gameplay presets.

  • Adjustable damage, stamina, movement, defense, judging, clinching, and injury systems.

  • Optional assists for footwork, defense, combinations, and ring positioning.

  • Simplified control schemes for newcomers.

  • Advanced control schemes for experienced players.

  • Separate online rulesets.

  • Custom match contracts.

  • Adjustable AI intelligence and tactical depth.

  • Career-mode complexity settings.

  • Optional management systems.

  • Presentation and gameplay sliders.

  • Boxer tendency and attribute editors.

  • Clearly labeled competitive and simulation modes.

Casual players would not lose anything.

Arcade players would not lose anything.

Hardcore players would finally gain something.

The resistance to deeper options often reveals that the real issue is not accessibility. The real issue is that some fans do not merely want an arcade-friendly option for themselves. They want the entire game designed around their preferences.

That is the difference.

Hardcore Fans Are Expected to Compromise Forever

Hardcore boxing fans have been compromising for decades.

They have accepted missing referees.

They have accepted shallow career modes.

They have accepted limited clinching.

They have accepted weak inside fighting.

They have accepted generic boxer behavior.

They have accepted simplified judging.

They have accepted limited creation systems.

They have accepted arcade stamina.

They have accepted repetitive knockdowns.

They have accepted historical inaccuracies.

They have accepted boxing politics being almost completely absent.

They have accepted games where famous boxers feel more like licensed character models than unique athletes.

After all of those compromises, hardcore fans are still told they are asking for too much.

At what point are casual fans expected to compromise?

Why can a casual player not use assists?

Why can an arcade fan not select an arcade ruleset?

Why must the realistic/sim audience always sacrifice the depth it wants in order to protect players who may not even remain with the game long-term?

A player who purchases a boxing game for a few weeks should not automatically have greater influence than someone who has supported boxing and boxing games for decades.

Sales matter, but commitment also matters.

Who Gets to Decide What Is Fun?

Developers, publishers, content creators, casual fans, competitive players, boxers, trainers, and hardcore fans may all define fun differently.

No single group should be allowed to define it for everyone.

“Fun” should not be used as a conversation-ending word.

Whenever someone says a realistic feature would not be fun, the next question should be:

Not fun for whom?

Would realistic footwork be unfun for boxing students who enjoy positioning?

Would a deeper career mode be unfun for management fans?

Would CPU-versus-CPU be unfun for universe builders and content creators?

Would authentic judging be unfun for players who enjoy close decisions and strategic uncertainty?

Would boxer individuality be unfun for fans who want Sugar Ray Leonard, George Foreman, Muhammad Ali, Pernell Whitaker, Marvin Hagler, Roberto Durán, and Floyd Mayweather Jr. to feel fundamentally different?

The word “fun” is meaningless without identifying the audience.

What one player sees as complexity, another sees as depth.

What one player sees as slow pacing, another sees as tactical tension.

What one player sees as imbalance, another sees as boxer authenticity.

What one player sees as frustrating, another sees as a challenge worth mastering.

Boxing Fans Should Matter in a Boxing Game

A boxing videogame should welcome casual players. It should introduce new audiences to the sport. It should provide accessibility options and multiple ways to play.

However, it should never treat boxing knowledge as a problem that needs to be designed around.

Hardcore boxing fans should not be mocked, ignored, or dismissed for wanting the sport represented with greater detail.

They are not asking developers to remove fun.

They are asking developers to recognize that their version of fun also matters.

The casual audience can help a game launch.

The hardcore audience can help a game develop an identity, build credibility, improve through informed feedback, and remain relevant for years.

A successful boxing game should respect both.

It should not force boxing fans to accept an arcade fighting game wearing boxing gloves.

It should build a genuine boxing foundation, then use settings, assists, sliders, modes, and customization to welcome everyone else.

That is what real accessibility looks like.

Not choosing casual fans over hardcore fans.

Not allowing arcade fighting-game fans to speak for the entire community.

Not using “fun” as an excuse to remove strategy, realism, and depth.

The real goal should be a boxing game where different audiences can find their own version of fun without taking it away from somebody else.

Because casual fans do not own fun.

Arcade fans do not own fun.

Competitive players do not own fun.

Hardcore fans do not own fun either.

But every one of those audiences deserves a meaningful seat at the table.

And in a boxing videogame, actual boxing fans should never be treated like the least important people in the room.


Why Are Boxing Fans Always Told to Lower Their Expectations?


Why Are Boxing Fans Always Told to Lower Their Expectations?

There is something both annoying and genuinely sad about watching people tell boxing fans to lower their expectations for a boxing videogame.

The same people who demand better graphics, deeper mechanics, improved artificial intelligence, larger worlds, more customization, and better storytelling from the games they personally enjoy suddenly become defenders of limitation when the conversation turns to boxing.

When it is their favorite franchise, they expect progress.

When it is a boxing game, they tell us to be grateful that one exists.

That contradiction needs to be challenged.

High Expectations Are Normal in Every Other Genre

Fans of role-playing games expect enormous worlds filled with meaningful choices, complex character-building systems, dynamic factions, and hundreds of hours of content.

Fans of military shooters expect advanced weapon handling, realistic audio, detailed animations, large multiplayer modes, environmental destruction, and responsive artificial intelligence.

Fans of racing games expect realistic vehicle physics, authentic tracks, detailed car customization, weather systems, mechanical damage, and meaningful differences between vehicles.

Fans of basketball, football, wrestling, and mixed martial arts games regularly demand updated mechanics, deeper career modes, improved presentation, larger rosters, better commentary, and more customization.

Nobody tells those communities that their expectations are unreasonable simply because development takes time, money, and talent.

However, when boxing fans ask for realistic inside fighting, clinching, proper footwork, an in-ring referee, deeper boxer identities, improved punch reactions, better career systems, realistic training camps, or meaningful corner advice, suddenly we are accused of asking for too much.

Why?

Why should boxing be the one sport that must continually accept less?

Boxing Fans Are Expected to Celebrate the Bare Minimum

The standard for boxing videogames has become dangerously low.

A company can include licensed boxers, recognizable arenas, basic punching controls, a career mode, and online play, and some people will immediately call the game authentic.

But authenticity cannot be reduced to visual presentation and boxer licenses.

A boxing game should be judged by how well it represents boxing.

Does the game understand distance?

Does it understand rhythm?

Does it understand leverage, balance, timing, positioning, angles, fatigue, defense, ring generalship, and stylistic matchups?

Can boxers fight effectively at long range, mid-range, and inside?

Can they clinch for strategic reasons?

Does the referee participate meaningfully in the contest?

Do boxer tendencies, traits, capabilities, and decision-making patterns make each boxer feel different?

Can a pressure boxer systematically close distance?

Can a defensive boxer control space, set traps, and force mistakes?

Can a body puncher invest in the body and create consequences several rounds later?

Can a volume puncher overwhelm an opponent without being dismissed as a spammer?

Can a boxer with poor balance be caught out of position?

Can an aging boxer compensate for declining athleticism through experience, timing, and ring intelligence?

These are not unreasonable questions.

They are fundamental questions about whether a boxing videogame truly understands the sport it claims to represent.

Stop Confusing Ambition With Ignorance

Some people assume that anyone asking for more depth must not understand game development.

They automatically believe the person making the request has never spoken with developers, has never participated in a gaming community, has never contributed to development discussions, and has no understanding of technical limitations.

That assumption is often used as a shortcut to avoid engaging with the actual ideas.

Instead of discussing whether a requested system could work, they attack the credibility of the person proposing it.

“You do not understand development.”

“That would be too difficult.”

“That would cost too much.”

“It is just a game.”

“No company would ever do that.”

Those statements are often made by people who have never developed a game themselves, never managed a development team, and never studied the technical requirements behind the ideas they are dismissing.

Yet they speak with absolute confidence when telling boxing fans what cannot be done.

I did not just start gaming.

I have been involved with gaming communities for years. I have communicated with developers, discussed game design, contributed ideas, participated in development-related conversations, and studied how different systems could be implemented.

I have been around this space long enough to recognize the difference between an impossible request and an ambitious one.

There is also a major difference between demanding that every feature appear immediately and presenting a long-term blueprint for what the genre could eventually become.

Not every idea must be included in one game.

Not every system must be completed for launch.

Some features can be introduced through sequels, expansions, updates, or separate modes.

However, the larger vision still matters.

Without ambition, there is no meaningful progress.

Talking to Developers Changes How You See the Process

When you regularly communicate with people involved in game development, you begin to understand that development is not simply a matter of pressing a button and making a feature appear.

Every system has requirements.

A realistic clinching system may involve animation, physics, input design, artificial intelligence, stamina logic, referee behavior, collision detection, online synchronization, transitions, camera handling, and extensive testing.

A realistic footwork system may require locomotion blending, directional acceleration, stance logic, momentum, weight distribution, ring positioning, balance calculations, and boxer-specific movement data.

A deep career mode may require rankings, scheduling, contracts, injuries, rivalries, training camps, matchmaking, finances, negotiations, promoters, managers, trainers, sanctioning bodies, and long-term simulation logic.

Understanding these challenges does not mean fans should stop asking for those systems.

It means the ideas should be documented, prioritized, prototyped, and developed intelligently.

Game development challenges should create better planning, not permanent excuses.

Developers Need Constructive Pressure

Some fans believe supporting a game means protecting its developers from criticism.

That is not support.

Real support means wanting the product to become better.

Constructive criticism can reveal missing systems, design contradictions, accessibility problems, gameplay exploits, artificial intelligence weaknesses, presentation issues, and community concerns.

Developers do not benefit when every flaw is excused.

They do not benefit when passionate fans are silenced.

They do not benefit when community members are told to stop expecting more.

A development team needs honest feedback from different types of players.

That includes casual players.

That includes competitive players.

That includes content creators.

That includes offline players.

That includes online players.

That includes boxing historians.

That includes former boxers, trainers, and people who have spent years studying the sport.

No single group should speak for everyone.

A boxing game should not be designed solely around the loudest online players or the people most willing to defend the current product.

Why Do Some People Defend Limitations?

There are several reasons people may tell others to lower their expectations.

Some are afraid that realism will make the game too difficult.

Some believe deeper mechanics would reduce accessibility.

Some only care about online competition and do not value offline modes, career depth, management systems, or customization.

Some want more licensed boxers and are willing to accept shallow gameplay to get them.

Some become emotionally attached to a game or company and interpret criticism as a personal attack.

Others simply cannot imagine a boxing game being more advanced than what they have already played.

However, none of those positions should limit the entire genre.

Accessibility and depth are not enemies.

A boxing game can offer multiple control schemes, difficulty settings, gameplay presets, assistance options, and adjustable sliders.

A casual player could choose a simplified experience.

A hybrid player could select a balanced experience.

A realistic/sim player could choose deeper stamina, movement, damage, referee, judging, and strategic systems.

The answer is not to remove depth.

The answer is to make depth configurable.

Boxing Is Deep Enough to Support a Revolutionary Game

Boxing is not a simple sport.

It contains generations of styles, strategies, cultures, trainers, promoters, rivalries, rule variations, weight classes, sanctioning bodies, and historical eras.

A boxing videogame could contain the depth of a sports simulation, the long-term decision-making of a management game, the presentation of a major broadcast, and the mechanical detail of an advanced combat system.

Imagine a career mode where your trainer genuinely changes how you develop.

Imagine choosing between staying loyal to the trainer who built you or joining an elite trainer who could improve your championship potential.

Imagine training camps affected by injuries, sparring quality, nutrition, weight cutting, morale, finances, and opponent preparation.

Imagine opponents who remember previous fights and adjust during rematches.

Imagine promoters building events around regional rivalries.

Imagine boxers calling each other out after fights, during interviews, at press conferences, in gyms, or through social media.

Imagine a living boxing world where CPU-controlled boxers fight, age, improve, decline, change trainers, move between divisions, suffer injuries, negotiate contracts, and develop rivalries without the player controlling them.

Imagine watching any fight in the simulated universe.

Imagine becoming a boxer, trainer, manager, promoter, commentator, judge, or referee.

None of this is beyond the conceptual potential of modern game development.

The challenge is not whether boxing has enough depth.

The challenge is whether a company is willing to build it.

“It Is Just a Game” Is Not a Serious Argument

Saying “it is just a game” does not end the discussion.

Games are designed products sold to customers.

Players are allowed to evaluate whether those products meet expectations.

A game can be entertaining while still being incomplete.

A game can be enjoyable while still misrepresenting the sport.

A game can have good qualities while still lacking essential systems.

Criticism does not mean hatred.

High expectations do not mean entitlement.

Wanting a better product does not mean fans expect developers to work for free.

Consumers understand that development is a business.

That does not eliminate standards.

Nobody walks into a restaurant, receives an undercooked meal, and says, “The cooks need to make a living, so I should not complain.”

Nobody buys a vehicle with missing features and says, “Manufacturing is expensive, so I should accept anything.”

The fact that a product costs money to make is not a reason customers should stop evaluating its quality.

Boxing Fans Deserve the Same Ambition as Other Communities

Boxing fans have waited years for a modern boxing videogame.

That wait should not be used against them.

We should not be told to accept whatever is offered because the genre has limited competition.

A lack of alternatives should create a greater responsibility to deliver quality, not permission to lower standards.

Boxing deserves a game with long-term vision.

It deserves realistic/sim gameplay options.

It deserves a revolutionary career mode.

It deserves advanced artificial intelligence.

It deserves detailed customization.

It deserves historical representation.

It deserves modern presentation.

It deserves meaningful boxer individuality.

It deserves authentic strategy.

It deserves a game that understands boxing beyond punches, health bars, and licensed names.

Respect Experience Even When You Disagree

People do not have to agree with every idea I present.

Disagreement is part of healthy discussion.

Someone may prefer arcade gameplay.

Someone may want a simpler career mode.

Someone may only care about online competition.

Someone may disagree with how a specific mechanic should work.

That is fine.

But disagreement should be based on the idea itself, not false assumptions about the person presenting it.

Do not assume I just started gaming.

Do not assume I have never spoken with developers.

Do not assume I do not understand production realities.

Do not assume that asking for more means I expect everything to be easy, inexpensive, or immediate.

I understand that game development involves budgets, deadlines, staffing, testing, technology, licensing, and difficult design decisions.

I also understand that great games are not created by constantly lowering the ceiling.

They are created by setting ambitious goals and finding practical ways to reach them.

Lower Expectations Protect Mediocrity

When fans constantly tell each other to expect less, they are not protecting developers.

They are protecting mediocrity.

They are teaching companies that boxing fans will accept shallow systems, missing mechanics, limited modes, generic boxer behavior, and unfinished ideas because they are simply happy to have a boxing game.

That mentality weakens the genre.

It removes pressure for innovation.

It discourages serious criticism.

It creates an environment where marketing language matters more than the product itself.

Terms like “authentic” become substitutes for realistic systems.

Licensed boxers become substitutes for boxer individuality.

Large rosters become substitutes for gameplay depth.

Visual presentation becomes a substitute for simulation.

Boxing fans should demand more than branding.

We should demand substance.

Final Thoughts

It is frustrating to watch people demand excellence from the games they love while telling boxing fans to settle.

It is even more frustrating when those same people create assumptions about my experience, background, or understanding of development simply because I refuse to lower my standards.

I want boxing videogames to improve because I care about boxing and gaming.

I want developers to succeed.

I want casual players to have fun.

I want hardcore players to feel represented.

I want former boxers, trainers, historians, and serious fans to recognize the sport when they play the game.

That will not happen by telling passionate people to be quiet.

It will not happen by defending every limitation.

It will not happen by treating ambition as ignorance.

Boxing fans should not have to apologize for expecting better.

We have waited long enough.

We have supported the genre.

We have provided ideas.

We have explained what is missing.

We have shown how different audiences could be served through modes, sliders, assists, and gameplay presets.

The vision is there.

The technology is there.

The knowledge is there.

The question is whether a company will finally respect boxing enough to pursue it.

Take that however you want.

Thursday, July 16, 2026

Is Undisputed 2 Going to Be a Slightly Better Version of Undisputed 1?



My assessment


Right now, Undisputed 2 remains unproven, and there is a serious risk that it becomes a technically improved version of Undisputed 1 instead of a fundamentally deeper realistic/sim boxing game.


Steel City Interactive has promised a ground-up rebuild in Unreal Engine with different architectural decisions. That could produce better movement, hit detection, responsiveness, animation blending, physics and online synchronization.


However, SCI has not publicly committed to the sport-defining systems that would demonstrate a genuine redesign of how boxing is represented.


In other words:


> A new engine can correct the technical foundation without changing the design philosophy.


Undisputed 2 could be rebuilt technically while retaining the same simplified interpretation of boxing.


 “Made by boxing fans” does not prove realistic/sim authenticity


The people who founded SCI may sincerely consider themselves boxing fans. Therefore, the literal part of the statement, “made by boxing fans,” could be true.


However, “for boxing fans” is a much larger claim. It implies that the game understands what serious boxing followers, boxers, trainers, officials, historians and students of the sport recognize as essential.


Undisputed having licensed boxers, venues, belts, organizations, ring announcers and visual scans does not automatically establish realistic/sim authenticity.


A boxing game can include Muhammad Ali, Canelo Álvarez and dozens of licensed organizations while still missing much of what makes boxing function as a sport:


* Inside fighting and positional infighting

* Functional clinching, wrestling and hand control

* A referee physically present and officiating every round

* Boxer-specific punching mechanics

* Short, digging, looping, chopping, compact and awkward punches

* Different defensive shells and guard systems

* Foot-position battles between orthodox and southpaw boxers

* Ring cutting, trapping, turning and escape behavior

* Era-specific rules, round structures and officiating

* Realistic/sim corner strategy and trainer influence

* Distinct boxer tendencies instead of relying primarily on ratings

* Different ways that boxers generate, deliver and recover from punches

* Proper rope interaction and corner positioning

* Tactical adaptation from round to round

* Boxer-specific movement, rhythm, balance and posture


SCI has emphasized roster size, recognizable boxers, fight totals, improved technology and fight-defining punches. It has also acknowledged that certain areas of the original game did not meet its desired quality standard.


However, SCI has not provided a detailed explanation of how the sequel will address the missing boxing systems.


That is why repeating “made by boxing fans for boxing fans” can sound less like evidence and more like a rehearsed branding statement.


 Is Ash Habib being deceptive?


I will not flat out say there is deception by Ash Habib’s private intentions, so it would not be responsible to state as fact that he is deliberately lying.


However, there are several reasonable interpretations of why he continues using the phrase.


 1. He sincerely believes SCI’s definition of realistic/sim authenticity


Ash may genuinely believe that realistic visuals, licensed boxers, recognizable punches, free movement and official boxing organizations are enough to describe the game as a realistic/sim and authentic representation of boxing.


The problem would then be an incomplete definition of realistic/sim authenticity rather than intentional deception.


Boxing is not defined only by how accurately a boxer’s face is scanned or whether an official belt appears in the game. It is defined by the systems that govern positioning, punching, defense, fatigue, officiating, tactical decisions, physical exchanges and human behavior.


If those systems are missing, incomplete or universally applied to every boxer, the representation remains limited regardless of how many licenses the game contains.


 2. He is repeating a controlled marketing message


“Made by boxing fans for boxing fans” is an effective slogan because it is emotionally persuasive but difficult to measure.


It tells customers who SCI supposedly represents without requiring the company to define its realistic/sim design standards.


What type of boxing fans is the game being made for?


Is it being made for casual fans who want recognizable boxers and accessible controls?


Is it being made for competitive online players who want balanced matchups?


Is it being made for arcade fighting-game fans who prioritize immediate action?


Is it being made for hardcore boxing fans who expect realistic/sim mechanics, individual boxer behavior, accurate rules and tactical depth?


Those audiences do not always want the same experience.


Until SCI publishes specific systems, design principles and uninterrupted gameplay demonstrations, “made by boxing fans for boxing fans” functions primarily as marketing positioning.


 3. SCI may be reframing fundamental criticism as personal preference


This is the most concerning possibility.


Ash has discussed the company needing to stick to its own vision and has characterized certain community pressure as coming from a loud, vocal minority. SCI has also suggested that it now has a clearer identity and intends to follow that direction.


That framing could become dangerous if the company treats fundamental boxing criticism as nothing more than personal preference.


Missing clinching, inside fighting, referees, punch individuality, rope behavior and boxer-specific decision-making are not simply arguments about whether the game should be faster or slower.


They concern whether boxing’s fundamental systems are represented at all.


A person asking for arcade speed and another person asking for realistic/sim fatigue may be expressing different gameplay preferences.


A person asking why a boxing game does not have functional clinching, inside fighting or an in-ring referee is identifying missing parts of the sport.


Those are not the same type of criticism.


If SCI treats demands for these systems as attempts to force the game toward a niche play style, Undisputed 2 could repeat the original game’s central problems.


 The current danger: a technical rebuild without a boxing rebuild


SCI has announced or discussed:


* A new Unreal Engine foundation

* Different architectural decisions

* An expanded development team

* Developers with experience at companies such as EA Sports, Rockstar and 2K

* A desire to create a more advanced sports-combat game

* Improvements to punching, movement and technical performance

* A larger and more capable production structure


Those developments could be encouraging from a production standpoint.


However, none of them automatically guarantees:


* Better boxing knowledge

* Deeper realistic/sim design

* Greater boxer individuality

* Realistic/sim and authentic infighting

* Intelligent refereeing and officiating

* Historically accurate eras

* A revolutionary career mode

* A deep promoter or management ecosystem

* Realistic/sim CPU decision-making

* Boxer-specific tendencies, traits and capabilities


Experienced developers can build whatever leadership instructs them to build.


Hiring developers who previously worked at major studios does not automatically change the vision of the project. Those developers still require clear direction, realistic/sim boxing design documents, qualified boxing consultants, sufficient development time and leadership that understands what systems must be prioritized.


If the creative direction remains, “make Undisputed smoother, prettier and more stable,” then the result may feel like Undisputed 1.5 even if the underlying code is completely new.


 What would prove Undisputed 2 is more than a slight improvement?


SCI must demonstrate the difference instead of relying on slogans and developer credentials.


 Boxing-system proof


Show uninterrupted rounds featuring:


* Inside fighting

* Clinching

* Hand fighting

* Referee positioning and intervention

* Rope interaction

* Corner work

* Boxer-specific punch delivery

* Defensive-shell differences

* Ring cutting

* Tactical adaptation

* Realistic/sim stamina and damage behavior


A short trailer showing knockdowns, famous boxers and cinematic camera angles would not provide enough evidence.


The public needs to see complete rounds in which the game’s systems interact naturally.


 Boxer-identity proof


Place two boxers with similar overall ratings in the ring and demonstrate why they:


* Move differently

* Punch differently

* Defend differently

* React differently

* Recover differently

* Tire differently

* Make different tactical decisions

* Respond differently to pressure

* Behave differently against the ropes

* Adjust differently between rounds


A boxer should not feel unique only because of a signature animation or a numerical rating.


Their identity should emerge from tendencies, capabilities, traits, attributes, physical dimensions, habits, psychology, conditioning, experience and tactical preferences.


 Punch-variety proof


SCI should demonstrate that punches are not merely four basic punch types with animation variations.


The sequel should account for:


* Multiple types of jabs

* Short and long hooks

* Compact and wide uppercuts

* Shovel hooks

* Chopping right hands

* Looping punches

* Digging body punches

* Inside punches

* Arm punches

* Weight-transferred punches

* Off-balance punches

* Awkward punches

* Punches thrown while pivoting

* Punches thrown while retreating

* Punches thrown from different guard positions


Punch selection, delivery, power generation, recovery and accuracy should depend on the boxer, position, range, balance and tactical situation.


 Era proof


SCI should demonstrate configurable fight structures and historically appropriate boxing environments, including:


* Four-round fights

* Six-round fights

* Eight-round fights

* Ten-round fights

* Twelve-round fights

* Fifteen-round fights

* Era-specific rules

* Era-specific equipment

* Era-specific judging tendencies

* Era-specific broadcast presentation

* Era-specific refereeing behavior

* Era-specific fighting styles


Representing different eras should involve more than placing a visual filter over the screen or adding older boxers to the roster.


 Realistic/sim simulation proof


SCI should explain how the realistic/sim simulation model works.


The company should describe how the following systems interact:


* Attributes

* Tendencies

* Capabilities

* Traits

* Mannerisms

* Physical dimensions

* Injuries

* Fatigue

* Psychology

* Confidence

* Momentum

* Trainer instructions

* Opponent recognition

* Tactical adaptation

* Career wear and tear


A list of ratings is not a complete realistic/sim simulation model.


The player should be able to understand why a boxer behaved a certain way and why a specific result occurred.


 Career and management proof


A deeper sequel should also demonstrate that the career ecosystem has been rebuilt rather than merely expanded with more menus.


It should include:


* Promoters with different philosophies

* Managers with different negotiation skills

* Trainers with individual strengths and weaknesses

* Dynamic rankings

* Contract negotiations

* Mandatory challengers

* Regional and world-level progression

* Amateur development

* Injuries and recovery

* Weight management

* Rivalries

* Gym relationships

* Opponent selection

* Financial risk

* Long-term career consequences

* CPU-controlled boxing careers that continue independently


A realistic/sim career should feel like a living boxing world, not a sequence of menus leading from one fight to another.


 Community proof


SCI should use independent research and structured testing involving different audiences:


* Active boxers

* Retired boxers

* Trainers

* Referees

* Judges

* Hardcore boxing historians

* Realistic/sim sports-game players

* Offline career players

* CPU-versus-CPU players

* Competitive online players

* Casual players

* Accessibility-focused players

* Creation-suite users

* Management and universe-mode players


One Discord community, one group of content creators or one competitive online audience cannot accurately speak for every boxing-game customer.


An independent third-party survey with publicly available results would give SCI more credible information than repeatedly claiming the company already knows what boxing fans want.


 The question SCI must answer


The issue is not whether Undisputed 2 will have better graphics, smoother movement or more stable online play.


The real question is:


> Has Steel City Interactive changed its understanding of what a realistic/sim boxing game must represent?


If the answer is no, then a new engine may only produce a cleaner and more polished version of the same design philosophy.


If the answer is yes, SCI should be able to explain:


* Which missing boxing systems are being added

* Why those systems were missing before

* How boxer individuality is being rebuilt

* How realistic/sim and authentic boxing behavior is being measured

* Which boxing experts are helping design the systems

* How different player communities are being consulted

* What lessons were learned from Undisputed 1

* Which design decisions will not be repeated


Until SCI answers those questions with specific details and demonstrable gameplay, fans should remain cautious.


 Verdict


Undisputed 2 may become much better technically, but SCI has not shown that it will become much deeper as a realistic/sim representation of boxing.


The responsible position is not to declare the sequel a failure before seeing it.


However, fans should also not assume Undisputed 2 will be revolutionary simply because it uses a new engine, has experienced developers or continues repeating the phrase “made by boxing fans for boxing fans.”


SCI must provide evidence that the sequel contains the systems, identities, tactics, rules, eras and human behavior that make boxing what it is.


At this stage, Undisputed 2 should be described as:


> A promised technical rebuild with an unproven realistic/sim boxing philosophy.


Until SCI confirms and demonstrates the missing fundamentals, the concern that Undisputed 2 will become a more polished, more stable and slightly expanded version of Undisputed 1 is completely justified.


Wednesday, July 15, 2026

SCI Knows What We Want’ Is Not Evidence



“SCI Knows What We Want” Is Not Evidence: Why the Boxing Gaming Community Should Demand Better Research

Introduction: A Convenient Answer That Ends the Conversation

Whenever players question the direction of Undisputed, the same response seems to surface:

“Steel City Interactive knows what the community wants.”

Community managers say the developers read the Discord wishlist. Content creators assure frustrated players that feedback has been seen. Supporters argue that the studio has collected ideas for years and therefore understands what boxing fans expect from the game.

But that statement raises a more important question:

What evidence proves that SCI accurately understands the wider boxing gaming community?

Reading Discord messages is not the same as conducting research. Watching content creators is not the same as measuring customer priorities. Receiving suggestions is not the same as determining which features matter most, which audiences are being underserved, or why some players have lost confidence in the product.

The phrase “SCI knows what we want” has become more than reassurance. It is increasingly used to close discussions, dismiss criticism, discourage independent surveys, and tell passionate contributors that their work is unnecessary.

That should concern everyone who wants the next boxing game to be deeper, more authentic, and more accountable to the people buying it.

SCI Had the Community’s Attention During the ESBC Era

Before the game became known as Undisputed, it was promoted as eSports Boxing Club, or ESBC. During that period, the project attracted boxing fans because it appeared to promise something the genre had been missing for years: a serious, detailed and modern boxing experience.

The community was not silent.

Players discussed footwork, punch variety, realistic stamina, defense, clinching, inside fighting, boxer individuality, career depth, judging, referees, corner systems, presentation, historical eras, online competition and extensive creation tools.

Fans were not merely asking for more licensed boxers.

They were describing the fundamental systems required to make a boxing game feel like boxing.

That distinction matters because the central criticism of Undisputed has never been limited to roster size. The deeper concern is whether the game fully represents the tactical, physical, strategic and cultural depth of the sport.

SCI had years to observe these conversations.

If the company understood what players wanted before and during the ESBC period, the question becomes unavoidable:

Why were so many frequently requested systems absent, limited or underdeveloped in the finished experience?

A company may know that customers want something and still decide not to build it. That can happen because of budget constraints, technical difficulties, production deadlines, licensing concerns, management decisions or a change in creative direction.

However, that is different from saying the company did not know.

When supporters repeatedly claim that SCI knows exactly what the community wants, they unintentionally create a second problem. They remove ignorance as an explanation and leave prioritization and decision-making as the central issues.

If SCI knew what boxing fans wanted, then players deserve to know why those priorities were not reflected more clearly in the game.

A Wishlist Channel Is Not Community Research

One of the most common defenses is that SCI developers can see the wishlist section on Discord.

That may be true, but visibility does not equal understanding.

A Discord wishlist can collect ideas, but it cannot automatically determine:

  • How many players support each request

  • Which requests matter most to different audience groups

  • Whether offline players and online players want the same things

  • Why former players stopped playing

  • What non-Discord customers think

  • Which features influence purchasing decisions

  • Whether simulation-focused fans feel represented

  • How casual boxing viewers differ from longtime boxing followers

  • Whether content creators reflect the broader market

  • Which requests are essential and which are merely desirable

Discord is a communication platform, not a scientific sampling method.

Its most active participants may be highly engaged, but they are not necessarily representative. The discussion can be shaped by regular posters, moderators, competitive online players, prominent personalities and users who are comfortable participating in that environment.

Meanwhile, other groups may be underrepresented or absent:

  • Offline career players

  • Older boxing fans

  • Boxing historians

  • Former boxers and trainers

  • Players who left the server

  • Customers who stopped playing

  • Console players who do not use Discord

  • Players who prefer deep simulation systems

  • People who never bought the game because of missing features

  • Fans who do not want to argue publicly with creators or moderators

A wishlist channel can tell developers what certain active users are discussing. It cannot, by itself, establish what the entire customer base wants.

That is why “the developers see the wishlist” should never be treated as the final answer.

Seeing Feedback Is Not the Same as Acting on It

There is another problem with the Discord defense.

Even when developers see feedback, the community usually has no way to know how that feedback is handled.

Was the idea documented?

Was it categorized?

Was it sent to the appropriate design team?

Was it rejected?

Was it postponed?

Was it technically tested?

Was it considered too expensive?

Did management decide it did not fit the creative direction?

Was it overshadowed by another priority?

Without a transparent feedback process, “the developers saw it” tells the community almost nothing.

A message can be seen and ignored.

A suggestion can be acknowledged and never evaluated.

A request can be added to an internal list without receiving any serious consideration.

The community does not need every private development document. However, it does need a clearer explanation of how feedback moves from public discussion to internal decision-making.

Otherwise, the wishlist becomes a waiting room where ideas accumulate without accountability.

Why an Independent Third-Party Survey Matters

An independent survey would not solve every development problem, but it would provide something the current conversation lacks: structured evidence.

A properly designed survey could separate the community into meaningful groups and ask each group what it values.

For example, researchers could compare:

  • Hardcore boxing fans and casual boxing viewers

  • Simulation players and arcade-oriented players

  • Offline players and online competitors

  • Career-mode players and quick-fight players

  • Historical boxing fans and modern-roster fans

  • Current players, former players and non-buyers

  • Console players and PC players

  • Content creators and ordinary customers

The survey could then measure priorities across major categories.

Gameplay

How important are clinching, inside fighting, ring positioning, realistic stamina, block fatigue, punch variation, referee interaction, footwork identity and tactical AI?

Boxer Identity

Do players want boxers to differ through tendencies, traits, attributes, signature punches, defensive styles, movement patterns, ring IQ and corner relationships?

Career and Universe Systems

How much demand exists for promoters, managers, trainers, amateur careers, rankings, rivalries, injuries, matchmaking, belts, organizations, dynamic records and multiple controllable boxers?

Creation Tools

How important are created boxers, trainers, referees, gyms, belts, arenas, organizations, records, commentary names and downloadable community content?

Presentation

Do players value era-specific broadcasts, ring walks, weigh-ins, corner scenes, belt ceremonies, post-fight interviews, historical filters and authentic commentary?

Roster Priorities

Do players prefer more modern boxers, more legends, multiple versions of the same boxer, deeper gameplay systems, or a balance of all four?

Customer Trust

Why did some players become disappointed? What would restore their confidence? What would make them purchase a sequel, avoid it, or wait for reviews?

These questions cannot be answered reliably by pointing to a Discord channel.

They require data.

Why Would Anyone Oppose More Accurate Information?

The resistance to an independent survey deserves scrutiny.

A third-party survey would not force SCI to implement every winning response. It would simply reveal what different sections of the audience prioritize.

So why dismiss it?

There are several possible explanations.

Some people may believe existing feedback is already sufficient. Others may worry that survey questions could be biased. Some may distrust whoever organizes it. Content creators may fear that the results would challenge their understanding of the audience. Community managers may prefer feedback systems that remain under company control.

There is also a more uncomfortable possibility:

A public survey could reveal that the loudest voices do not represent the majority.

It could show that many players value gameplay depth more than roster additions.

It could reveal stronger demand for offline modes than expected.

It could demonstrate that simulation-focused fans are not a tiny minority.

It could show that customers want historical boxers and modern boxers rather than choosing one group over the other.

It could also reveal that some highly promoted features matter less than missing foundational mechanics.

Transparent data creates accountability. That may be precisely why some people are uncomfortable with it.

Content Creators Are Not Automatically Community Representatives

Content creators can provide valuable feedback. They test games, communicate with developers, create tutorials, build enthusiasm and maintain active communities.

However, visibility does not equal representation.

A creator’s audience may share a particular playstyle, competitive interest or personality. Some creators focus on ranked online competition. Others prioritize entertainment, knockouts, roster reveals or frequent content updates.

Their concerns may be legitimate, but they may not match those of offline players, simulation fans, career-mode players or boxing historians.

Creators may also have relationships with studios that affect how they communicate. Early access, developer interviews, event invitations, exclusive information and continued access can create incentives to remain measured or supportive.

That does not mean every creator is dishonest.

It means the audience should recognize the structural difference between independent criticism and access-dependent commentary.

A content creator saying “SCI knows what we want” should not be treated as evidence unless that creator can show how the conclusion was reached.

What research was conducted?

How many people were surveyed?

Which groups were included?

What questions were asked?

Were former players represented?

Were the results published?

Without answers, the claim remains an opinion.

Community Managers Should Facilitate Dialogue, Not End It

Community managers occupy a difficult position. They communicate with customers while representing the company. They often receive criticism for decisions they did not personally make.

Still, their role should include helping the studio understand the community and helping the community understand the studio.

Repeatedly telling players that developers have seen the wishlist does not accomplish either goal.

A stronger community-management process would explain:

  • How suggestions are collected

  • How duplicate requests are organized

  • Which subjects are being researched

  • Which ideas are outside the current scope

  • Which systems are being investigated

  • Why certain requests were rejected

  • What kind of feedback is most useful

  • How the studio distinguishes majority demand from vocal demand

This would not require revealing confidential development plans.

It would simply demonstrate that the feedback process has structure.

When community managers instead rely on broad statements such as “the team knows what players want,” they may unintentionally sound dismissive. The message becomes: stop asking, stop repeating yourself and trust the process.

But trust requires evidence.

Why Contributors Like Poe Should Not Be Treated as a Problem

Poe has spent years developing and documenting ideas for boxing video games. His work extends far beyond requesting individual boxers or minor cosmetic additions.

He has proposed systems involving:

  • Boxer tendencies

  • Capabilities and traits

  • Signature punches

  • Defensive styles

  • Inside fighting

  • Clinching

  • Referee behavior

  • Corner intelligence

  • Trainer chemistry

  • Career ecosystems

  • Promoter and manager AI

  • Amateur progression

  • Universe modes

  • Creation tools

  • Historical presentation

  • Online rule contracts

  • CPU-versus-CPU functionality

  • Era-specific broadcasts

  • Dynamic records and rivalries

No company is obligated to adopt every idea from one person. No contributor should expect complete agreement.

But dismissing a person with thousands of documented concepts while claiming the company already knows what fans want is contradictory.

If the ideas are unrealistic, explain why.

If they are too expensive, discuss production priorities.

If they conflict with the design vision, clarify that vision.

If some are valuable, acknowledge them.

What should not happen is the use of vague assurances to make detailed criticism disappear.

Passionate contributors are not automatically enemies of a studio. They may be demanding because they care about the sport and believe the genre can be better.

Silencing or marginalizing such people does not strengthen the community. It creates an environment where only comfortable feedback is welcomed.

Repetition Is Often a Symptom of Unresolved Problems

Critics are frequently accused of repeating themselves.

That accusation ignores why repetition happens.

Players repeat concerns about clinching because clinching remains inadequate or absent.

They repeat concerns about inside fighting because the issue remains unresolved.

They repeat concerns about career depth because the mode still does not meet their expectations.

They repeat requests for transparency because clear answers were never provided.

Repetition is not always harassment, negativity or attention-seeking.

Sometimes it is evidence that the company has not addressed the underlying concern.

When people feel heard, they usually do not need to raise the same issue indefinitely. When they receive only generalized responses, they continue asking.

Telling them that the developers have already seen the wishlist does not resolve the issue. It merely confirms that the feedback was visible.

The Difference Between Knowing and Prioritizing

The debate should be reframed.

The central question may not be whether SCI knows what players want.

The more important questions are:

  • Which players does SCI prioritize?

  • Which version of boxing does the studio want to represent?

  • Which features does management consider essential?

  • Which audiences are viewed as commercially valuable?

  • Which requests are considered too complex or too costly?

  • Which systems were sacrificed to meet deadlines?

  • Does the studio want a simulation, a hybrid game or an accessible competitive product?

  • How much influence do content creators have compared with ordinary players?

  • How much weight is given to boxing experts and former boxers?

A company can know that a section of the community wants realism and still decide to pursue broader accessibility.

A company can know that players want deep career systems and still prioritize online modes.

A company can know that fans want more boxer individuality and still rely on shared animation or movement systems.

Those are business and design decisions.

The community should be allowed to discuss them honestly.

“SCI knows what we want” should not be used to disguise the difference between understanding a request and choosing not to prioritize it.

What Transparent Community Research Could Look Like

SCI could take several practical steps without surrendering creative control.

1. Commission an Independent Survey

Use an outside research firm with experience in games, sports or consumer behavior.

2. Publish the Methodology

Explain who was surveyed, how participants were recruited, how many responded and how the data was weighted.

3. Separate Audience Segments

Do not combine competitive online players, career players, boxing historians and casual players into one undifferentiated category.

4. Publish Major Findings

The company would not need to release every internal detail. It could share the strongest preferences and major differences between player groups.

5. Create a Public Feedback Framework

Show which areas are being explored, which are not currently planned and which require additional research.

6. Conduct Exit Research

Survey people who stopped playing, refunded the game or chose not to purchase it.

7. Include Boxing Expertise

Consult boxers, trainers, referees, judges, historians and experienced boxing-game players—not merely personalities with large followings.

8. Repeat the Process

Community preferences can change. Research should occur at multiple stages of development, not only after controversy.

This would not guarantee a perfect game.

It would make claims about community understanding more credible.

Questions SCI and Its Representatives Should Answer

Before anyone says SCI knows what the community wants, they should be prepared to answer the following:

  1. How was the wider community studied outside Discord?

  2. Were former players and dissatisfied customers included?

  3. How were offline and online players compared?

  4. How did SCI distinguish boxing fans from general fighting-game players?

  5. Which requested mechanics were identified as highest priority?

  6. Why were frequently requested boxing systems missing or limited?

  7. How much influence did selected content creators have?

  8. Were survey results ever collected and publicly shared?

  9. How were boxing experts involved in design decisions?

  10. Why is an independent third-party survey considered unnecessary?

  11. What evidence supports the claim that the studio understands the full audience?

  12. Does SCI view Undisputed as a simulation, a hybrid game or something else?

  13. Which audience is the game primarily designed to satisfy?

  14. How does the studio handle detailed feedback from long-term contributors?

  15. What lessons from the first game would materially change the development of a sequel?

These are not hostile questions.

They are questions about research, product design and accountability.

Conclusion: Stop Treating a Claim as a Proven Fact

The boxing gaming community should stop accepting “SCI knows what we want” as a conversation-ending response.

SCI may know what its most active Discord members want.

It may know what selected content creators want.

It may know what competitive players want.

It may know what internal leadership wants the game to become.

But none of that proves that SCI accurately understands the entire boxing gaming audience.

A Discord wishlist is not a representative survey.

A content creator is not automatically a community spokesperson.

A community manager’s reassurance is not market research.

Seeing feedback is not the same as analyzing it.

Acknowledging feedback is not the same as prioritizing it.

The purpose of a third-party survey is not to attack SCI. It is to replace assumptions with evidence.

If SCI truly knows what the community wants, independent research should confirm that understanding.

If the results reveal gaps, then the survey would provide an opportunity to improve.

Either outcome would benefit the company, the developers and the players.

The resistance to better research only creates more suspicion.

The community should not be told to be quiet because the wishlist has been seen. It should be shown how feedback was measured, how decisions were made and which audience the game is truly being built for.

Until that happens, “SCI knows what we want” remains a public-relations statement—not a demonstrated fact.


Stop Counting Boxers and Start Demanding a Better Boxing Game

  



More Boxers Will Not Fix a Broken Boxing Game


It is crazy how some people are more concerned about adding more boxers to Undisputed than fixing the actual game.


A larger roster cannot replace realistic gameplay, distinct boxer tendencies, deeper features, meaningful modes, smarter AI, authentic boxing mechanics, and long-term replay value. What is the point of having hundreds of boxers if they move, punch, defend, react, and fight too much alike?


Even worse, some so-called boxing fans only want modern boxers, as though boxing history does not matter. A legitimate boxing game should represent every generation, not erase legends, past champions, contenders, journeymen, and different fighting eras just to chase current names.


At the same time, people keep demanding that Steel City Interactive continue adding content to Undisputed 1, even though the game appears to be trapped by its underlying foundation. Every major addition or attempted fix seems capable of creating another problem somewhere else. At some point, continuing to patch a limited or unstable foundation may do more harm than good.


That does not mean SCI should abandon its customers without accountability, communication, or necessary support. The company should stabilize the game as much as reasonably possible, address critical defects, and be honest about what can and cannot be fixed.


But fans also need to accept reality: more downloadable boxers, cosmetic content, and roster updates will not suddenly give Undisputed 1 the depth, mechanics, modes, tendencies, and boxing identity it has been missing.


The priority for Undisputed 2 should not be “How many boxers can we advertise?”


The real questions should be:


Does every boxer feel different?


Are styles and tendencies accurately represented?


Is there real inside fighting and clinching?


Are the referee, ropes, corners, stamina, damage, defense, footwork, career mode, creation suite, AI, and presentation finally deep enough?


A boxing game should be built around boxing, not around roster-count marketing.


More boxers cannot save shallow gameplay. Depth must come first.


Tuesday, July 14, 2026

56 Questions for Steel City Interactive CEO Ash Habib

 


56 Questions for Steel City Interactive CEO Ash Habib

SCI has now acknowledged that parts of Undisputed failed to reach its own quality bar, that the existing architecture was not sustainable, and that development has shifted to a ground-up sequel in Unreal Engine—with no further updates planned for the original game. (Play Undisputed)

Ash Habib has also said SCI should have “stuck to its guns,” describing some critics as a “loud vocal minority” and saying feedback caused the game to change toward one play style. (Insider Gaming) Those statements deserve detailed follow-up because reviews identified substantive problems such as the missing clinch system, a middling career mode, unrealistic get-up sequences, underdeveloped referee and corner presentation, input delay, inconsistent punch behavior, and repetitive commentary. (Shacknews)

The questions marked 🔥 are the no-holds-barred questions.

I. The Original ESBC Vision and the Hype

  1. When ESBC first captured the boxing community’s attention, what were the non-negotiable pillars of the game you intended to make?

  2. Was the original goal a realistic boxing simulation, an accessible hybrid game, an online competitive fighting game, or something else?

  3. At what point did the vision begin changing from the early ESBC presentation into the final version of Undisputed?

  4. Who made the final decision to change that direction: you, the development leads, the publisher, investors, focus testers, or a combination?

  5. Which early features and concepts were actual development commitments, and which were only ideas SCI hoped to implement?

  6. 🔥 Do you accept that the early ESBC footage and messaging created expectations that the finished product did not satisfy?

  7. Did SCI allow the size of the licensed roster, boxer likenesses, and partnerships to become stronger selling points than the actual depth of the boxing systems?

II. Responsibility and Accountability

  1. You said the original game did not meet SCI’s quality bar. What are the five biggest areas where it failed that standard?

  2. 🔥 Why did SCI not communicate those architectural and quality problems clearly before asking console customers to purchase the full release?

  3. When did management first realize that the underlying architecture could not support the game SCI originally envisioned?

  4. 🔥 Were customers sold a finished boxing game after SCI already knew that some of its most important systems could not be properly completed on the existing foundation?

  5. As CEO, what decisions do you personally accept responsibility for—not the community, publisher, developers, deadlines or technology?

  6. 🔥 In hindsight, should the console release have been delayed instead of launching without a functional clinch system, authentic inside fighting and a fully realized in-ring referee?

  7. Did commercial deadlines influence the decision to release the game in its condition?

  8. Would you support publishing a detailed development postmortem explaining what failed technically, creatively and managerially?

  9. Which decision concerning Undisputed do you most regret?

III. The “Loud Vocal Minority” Claim

  1. 🔥 What measurable data did SCI use to determine that people demanding changes were a “loud vocal minority”?

  2. How many players were included in the data, and how were they divided among console, PC, online, offline, casual, competitive and simulation-oriented players?

  3. Did SCI conduct statistically meaningful surveys, or were decisions primarily based on Discord, social media, content creators and gameplay telemetry?

  4. Which specific community requests caused SCI to change the game toward one play style?

  5. What was that play style, and which group did SCI believe it was serving?

  6. 🔥 Are legitimate complaints about hit detection, punch tracking, missing boxing systems and shallow modes being grouped together with unreasonable demands and personal abuse?

  7. Do you acknowledge that death threats are unacceptable but do not invalidate the reasonable criticism coming from ordinary paying customers?

  8. How did SCI distinguish between feedback asking for boxing realism and feedback asking for easier ways to win online?

  9. Why has SCI never commissioned an independent third-party survey asking players whether they want a simulation, hybrid or arcade-oriented boxing game?

  10. 🔥 If SCI is confident that it understands what most players want, why not test that belief through an independently administered survey with publicly released results?

IV. What Kind of Game Is Undisputed 2?

  1. Will Undisputed 2 be designed primarily as a realistic boxing simulation, a hybrid sports game or an arcade-oriented competitive game?

  2. Will you clearly state that identity before preorders rather than relying on flexible terms such as “authentic”?

  3. What does “authentic boxing” mean mechanically—not cosmetically or from a licensing perspective?

  4. Will realism be the foundational ruleset, with hybrid and casual options available separately?

  5. Will offline and online modes be allowed to use different balancing philosophies?

  6. Will realistic boxer strengths remain powerful even when they create difficult matchups, or will every boxer be artificially balanced for competitive fairness?

  7. 🔥 Boxing is inherently unequal. Why should Muhammad Ali, George Foreman, Roy Jones Jr. and a limited club-level boxer be designed around comparable competitive viability?

  8. Will SCI use clearly defined gameplay lanes—such as Sim, Hybrid and Casual—rather than forcing every customer into one compromise?

V. Missing and Underdeveloped Boxing Systems

  1. Will Undisputed 2 have a complete clinch system at launch, including initiating, resisting, escaping, turning, holding, smothering and punching within the clinch?

  2. Will it contain genuine inside fighting, or will close-range exchanges still be ordinary punches performed at reduced distance?

  3. Will there be a fully functional in-ring referee who moves naturally, issues warnings, separates clinches, manages knockdowns, evaluates cuts and can stop fights intelligently?

  4. Will the ropes and corners affect balance, defense, punch mechanics, movement and tactical positioning?

  5. Will boxers be able to steer, walk down, turn, trap and maneuver opponents instead of merely following them around the ring?

  6. How will SCI eliminate magnetic punches, inconsistent tracking, punches travelling through guards and punches missing without convincing physical reasons?

  7. Will short punches, six-inch punches, compact hooks, inside uppercuts, shovel hooks, looping punches and awkward punches have distinct mechanics?

  8. Will punch speed, leverage and power emerge from weight transfer, positioning, balance, fatigue and technique rather than mostly animation selection and attribute values?

  9. Will blocking include realistic defensive variations such as catching, parrying, framing, cross-arm defense, shoulder rolls and active guard manipulation?

  10. Will stamina connect to footwork, missed punches, clinching, muscular fatigue, body damage, recovery, pace and nervous energy?

  11. Will damage create delayed reactions, deteriorating balance, reduced coordination, compromised defense and changing decision-making?

  12. Will the repetitive get-up sequence be replaced by a system affected by consciousness, balance, injuries, recovery ability and referee judgment?

VI. Boxer Identity and Artificial Intelligence

  1. How many meaningful tendencies, capabilities, traits, attributes and mannerisms will distinguish one boxer from another?

  2. Will boxer identity extend beyond ratings, signature punch animations and movement speed?

  3. Can AI boxers recognize range, scorecards, opponent weaknesses, fatigue, cuts, knockdowns and tactical momentum?

  4. Will AI fighters formulate a game plan, abandon it when necessary and make adjustments between rounds?

  5. Will pressure boxers apply intelligent pressure, counterpunchers create traps, movers control geography and inside boxers deliberately close distance?

  6. Will created boxers have editable AI tendencies, punch preferences, defensive reactions, risk tolerance, pacing and tactical decision-making?

  7. Will trainers and corners materially influence strategy, composure, recovery, tactical adjustments and boxer development?

  8. 🔥 Can you promise that licensed boxers will no longer feel like variations of the same universal movement and combat template?

VII. Career Mode, Offline Play and Creation

  1. 🔥 Why was the first game’s career mode released without the depth, atmosphere and interconnected boxing ecosystem many players expected?

  2. What concrete commitments will SCI make before launch regarding career depth, offline play, creation tools, gameplay sliders, CPU-versus-CPU viewing, community testing and long-term support?

No-Holds-Barred Follow-Ups

These should be used whenever the answer becomes vague, promotional or evasive:

  • “That explains the difficulty, but it does not answer who made the decision. Who approved it?”

  • “What evidence supports that conclusion?”

  • “How many players were represented in that data?”

  • “Can you name the exact feature you are referring to?”

  • “Was that known before the game was sold on consoles?”

  • “Is that a confirmed launch feature or only an ambition?”

  • “Will you put that commitment in writing?”

  • “What happens if SCI fails to deliver it?”

  • “Why should customers trust this promise after support for the first game ended?”

  • “Are you willing to show uninterrupted gameplay rather than a controlled trailer?”

  • “Will boxing experts and simulation players test it without company-selected content creators controlling the conversation?”

  • “Can you answer that directly with yes or no before adding context?”

The Hardest Closing Question

Ash, SCI is asking the same boxing community that supported ESBC, purchased Undisputed and waited through years of development to trust the company again. What verifiable evidence, not promises, licenses, trailers or marketing language, will you provide before asking those customers to spend money on Undisputed 2?


Arcade Fighting Game Fans Shouldn’t Speak for the Entire Boxing Videogame Community

 A boxing fan and sports-gaming fan will naturally judge a boxing videogame differently from someone approaching it as an arcade fighting game.


Arcade fans may prioritize instant action, exaggerated movement, simple mechanics, and quick entertainment. Boxing and sports-gaming fans are more likely to look for authentic footwork, realistic pacing, tactical depth, boxer individuality, career immersion, and a genuine representation of the sport.


Neither group should be ignored, but arcade fighting game fans should not be allowed to speak for the entire boxing videogame community. Their definition of “fun” is not universal.


A boxing videogame can offer arcade and hybrid options, but the sport itself should not be watered down just to satisfy players who never wanted a true boxing simulation in the first place.


Is Poe’s Boxing Videogame Blueprint/Wishlist the Magnum Opus of Boxing Videogame Design?

Is Poe’s Boxing Videogame Blueprint/Wishlist the Magnum Opus of Boxing Videogame Design? The Living Design Bible, Master Plan, Manifesto—and...