Monday, July 20, 2026

Why Poe Is an Ideal Candidate to Interview Ash Habib


Why Poe Should Interview Steel City Interactive CEO Ash Habib

A Documentary-Style Open Invitation and Podcast Introduction

Opening Narration

For more than four decades, boxing videogame fans have waited for one title to fully represent the sport they love.

Not just the punches.

Not just the knockouts.

Not just the famous boxers, championship belts, arenas, entrance robes, and television presentation.

They have waited for a game that understands boxing.

A game that understands distance, timing, positioning, leverage, fatigue, fear, confidence, strategy, discipline, adaptation, mistakes, punishment, survival, and the different personalities that step between the ropes.

Many believed ESBC, later renamed Undisputed, could finally become that game.

The project initially appeared to represent something different. It was presented as a boxing game made by boxing fans for boxing fans. It gained attention because it seemed willing to pursue the depth, authenticity, and realism that the genre had often promised but never completely delivered.

The project grew.

The roster expanded.

Major names became involved.

Steel City Interactive attracted investors, publishing support, experienced developers, licensed boxers, boxing organizations, and international attention.

The small independent boxing project became a major commercial release.

But as the project grew, many longtime supporters began asking an uncomfortable question:

Did the game grow closer to its original vision, or did it gradually move away from it?

That question cannot be answered through another promotional interview.

It cannot be answered by asking which boxer has the best entrance, which arena looks the most impressive, or which new name might be added to the roster.

The boxing-game community needs a deeper conversation.

It needs a conversation about the transformation from ESBC to Undisputed.

It needs a conversation about promises, priorities, compromises, technical limitations, community feedback, online balancing, offline players, simulation, authenticity, and the future direction of Steel City Interactive.

That conversation requires an interviewer who understands more than videogames.

It requires someone who understands boxing.

It requires someone who understands boxing-game history.

It requires someone who understands communities, development discussions, player expectations, and the difference between criticizing a company and attacking an individual.

That is why Poe would be an ideal candidate to interview Steel City Interactive CEO Ash Habib.


Part One: Who Is Poe?

Poe is not someone who entered the boxing-game discussion after Undisputed was released.

His connection to boxing and boxing videogames goes back decades.

He boxed for approximately 12 years.

He competed in more than 20 amateur bouts.

He won the Golden Gloves three times.

He won the Diamond Gloves three times.

He won the New Jersey Amateur State Championship three times.

He later competed professionally, finishing with a record of two wins and one loss.

He sparred with professional heavyweights and champions, including Shannon Briggs, Ray Mercer, Jameel McCline, and Imamu Mayfield.

That experience does not mean Poe knows everything about boxing.

No boxer, trainer, promoter, developer, journalist, or fan knows everything.

However, it does mean he understands boxing beyond its surface appearance.

He understands what it feels like to stand in front of another boxer.

He understands the importance of balance, positioning, timing, preparation, fatigue, pressure, confidence, conditioning, and decision-making.

He understands that boxing is not simply two people exchanging combinations until someone’s health bar disappears.

Boxing is a battle of adjustments.

It is a battle of distance.

It is a battle of rhythm.

It is a battle of physical attributes, learned skills, tendencies, habits, courage, discipline, and intelligence.

Poe understands why an orthodox boxer facing a southpaw creates different positioning challenges.

He understands why a boxer’s lead foot matters.

He understands why punching while improperly balanced should create consequences.

He understands why a boxer cannot move, defend, punch, recover, and absorb punishment identically to everyone else in the roster.

That experience would allow Poe to listen carefully to Ash Habib’s answers and understand whether an explanation reflects boxing reality, videogame design limitations, competitive balancing, or marketing language.


Part Two: Poe’s Boxing-Game Experience

Poe’s qualifications are not limited to his experience inside a boxing ring.

He has also spent decades studying, discussing, supporting, and criticizing boxing videogames.

He was involved with the EA Knockout Kings and Fight Night communities.

He became a senior moderator and community leader within the EA Fight Night community.

He communicated with players, moderators, community managers, producers, and developers.

He sent detailed wish lists and boxing-game concepts to people connected to the development of boxing titles.

He visited EA Canada.

He experienced the relationship between a development team and its most passionate community members.

That background is important because it gives him perspective from multiple sides.

Poe knows that players can become emotional.

He knows that frustration can cause valuable criticism to be expressed poorly.

He knows that developers cannot implement every suggestion.

He knows that licensing, staffing, budgets, engine limitations, animations, artificial intelligence, quality assurance, production schedules, publishing agreements, and online infrastructure can all affect what appears in a finished game.

However, understanding those realities does not mean every problem should be excused with the statement that game development is difficult.

Every major entertainment product is difficult to create.

The relevant question is not whether development is difficult.

The relevant question is what specifically happened.

Was a feature removed because the studio ran out of time?

Was it removed because the technology could not support it?

Was it removed because it created online synchronization problems?

Was it removed because competitive players disliked it?

Was it removed because the controls were not accessible?

Was it removed because the publisher wanted the team to focus elsewhere?

Was it removed because the company changed its definition of fun?

Was it removed because Steel City Interactive’s creative direction changed?

Those are different explanations.

Poe understands enough about development conversations to ask for those distinctions.


Part Three: Why This Interview Is Necessary

There have already been interviews with Ash Habib.

There have been promotional conversations.

There have been development videos.

There have been statements about the community, the studio’s vision, the future of the franchise, and what Steel City Interactive learned from the first game.

But many important questions remain unanswered.

Who truly determined the final direction of Undisputed?

How much control did Ash Habib maintain as the company expanded?

How much influence came from producers, designers, publishers, investors, professional boxers, consultants, competitive players, content creators, and internal development leadership?

Did the company’s understanding of authenticity change?

Did the audience Steel City Interactive wanted to serve change?

Did competitive online balancing begin to override boxing realism?

Did commercial growth cause the game to become more cautious?

Did the company become afraid that a deeper simulation would alienate casual players?

Were hardcore boxing fans treated as a valuable source of knowledge, or gradually viewed as a difficult minority?

What parts of the original ESBC foundation survived?

What parts were abandoned?

What parts became impossible?

What parts were considered commercially undesirable?

These questions should not be asked to embarrass Ash Habib.

They should be asked because the answers matter.

They matter to the people who supported ESBC before Steel City Interactive had major recognition.

They matter to players who purchased Undisputed because they believed in its original direction.

They matter to people who want to know whether a potential Undisputed 2 would repeat the same problems.

They also matter to Steel City Interactive.

The company cannot rebuild confidence through promises alone.

It needs clarity.


Part Four: Why Poe Is Different From a Typical Interviewer

A traditional gaming interviewer might ask Ash Habib about features.

Poe could ask how those features represent boxing.

A traditional interviewer might ask whether footwork has improved.

Poe could ask whether footwork affects punch commitment, balance, recovery, stamina, defensive vulnerability, angle creation, and ring positioning.

A traditional interviewer might ask whether artificial intelligence is better.

Poe could ask whether each boxer’s AI understands style, temperament, range preference, risk tolerance, fatigue, scorecards, corner advice, opponent tendencies, and changing fight conditions.

A traditional interviewer might ask whether career mode is deeper.

Poe could ask whether the mode simulates boxing as an ecosystem.

Are there promoters with different personalities?

Are there managers with different negotiation skills?

Are there trainers with different philosophies?

Are there judges with individual scoring tendencies?

Are there referees who handle fouls, clinches, knockdowns, and stoppages differently?

Do rankings respond logically to results?

Do rivalries develop organically?

Can CPU-controlled boxers build careers without the player?

Do injuries affect preparation?

Do training camps have consequences?

Do boxers age, decline, change styles, switch trainers, move divisions, rebuild careers, or retire?

A traditional interviewer might ask whether the roster is larger.

Poe could ask whether those boxers actually behave like individuals.

That difference is crucial.

A boxing game can have 200 licensed boxers and still fail to make them feel like 200 different people.

Poe would ask about tendencies, capabilities, traits, attributes, mannerisms, signature punches, defensive preferences, punch selection, movement styles, emotional responses, tactical adjustments, and decision-making.

He would ask how many meaningful variables separate one boxer from another.

He would ask whether boxer identity exists beneath the character model.


Part Five: Poe Would Represent Hardcore Boxing Fans Fairly

Hardcore fans are often described as difficult.

They are sometimes called impossible to satisfy.

They are accused of wanting too much realism.

They are told that their ideas would not sell.

They are told that casual players keep games alive.

They are told that development costs money and studios cannot build games purely from passion.

Some of those statements contain partial truths.

A company must earn money.

A game must reach enough players to justify its budget.

Not every feature can be included.

Not every fan understands development.

However, those realities do not prove that realism is commercially unviable.

They do not prove that hardcore players are wrong.

They do not prove that casual players need every system simplified.

They do not prove that arcade-oriented players should determine the experience for everyone else.

Poe’s position is not that every player must be forced into a simulation.

His position is that players should have meaningful options.

A boxing game could offer a realistic or simulation preset.

It could offer a hybrid preset.

It could offer a more accessible or arcade-oriented preset.

It could offer extensive sliders.

It could separate ranked online rules from offline customization.

It could allow competitive players to use standardized settings while allowing offline players to create the experience they prefer.

That is not exclusion.

That is flexibility.

Poe would ask Ash Habib why accessibility is so often pursued by removing depth rather than making depth optional.

He would ask why one universal ruleset should control career mode, exhibition fights, CPU-versus-CPU matches, online ranked competition, and custom offline leagues.

He would ask whether simulation fans are genuinely asking for too much, or whether the company has not invested enough in giving different audiences separate ways to play.


Part Six: Poe Understands Offline Players

Online players deserve a stable, responsive, competitive experience.

However, online balance should not determine the entire identity of a boxing game.

Offline players also matter.

Career-mode players matter.

Creation-suite players matter.

CPU-versus-CPU players matter.

Players who build fictional boxing universes matter.

Players who want historical matchups matter.

Players who want to simulate promotions, rankings, championships, rivalries, and long-term careers matter.

A player watching CPU-controlled boxers compete is not necessarily refusing to play the game.

CPU-versus-CPU can be used to study artificial intelligence.

It can be used to test ratings and tendencies.

It can be used to run fantasy tournaments.

It can be used to create broadcasts.

It can be used to manage a stable.

It can be used to simulate an entire boxing universe.

It can reveal whether the game’s systems actually produce realistic boxing when no human player is manipulating them.

Poe would ask whether Steel City Interactive views offline players as a foundational audience or as a secondary group receiving adaptations of systems designed primarily for online competition.

He would ask whether career mode is intended to become a genuine boxing simulation or merely a sequence of fights connected through menus.

He would ask why sliders, CPU-versus-CPU options, custom rules, world-building tools, promoter systems, and deeper creation features have not received greater priority.


Part Seven: Poe Would Ask About the Meaning of Authenticity

Steel City Interactive has frequently used the language of authenticity.

But authenticity must be defined.

Does authenticity mean licensed boxers?

Does it mean facial scans?

Does it mean accurate trunks?

Does it mean recognizable arenas?

Does it mean television presentation?

Does it mean signature animations?

Those elements matter, but boxing authenticity cannot stop at presentation.

Authenticity should also include how boxers move.

How they react.

How they defend.

How they become tired.

How they respond to body punches.

How they fight when hurt.

How they adjust when behind on the scorecards.

How they react to pressure.

How they use a clinch.

How they fight inside.

How their corner communicates.

How a referee manages the contest.

How judges interpret rounds.

How styles create advantages and disadvantages.

How different eras of boxing affect rules, pacing, equipment, rounds, scoring, and strategy.

Poe could ask Ash directly:

What does authenticity mean inside Steel City Interactive?

Is authenticity a visual goal?

Is it a mechanical goal?

Is it a statistical goal?

Is it a strategic goal?

Is it a marketing term?

What parts of Undisputed does Ash believe achieved authentic boxing?

What parts failed?

What would Steel City Interactive need to do differently before calling a sequel authentic?


Part Eight: Poe Would Challenge the Language of “Fun”

Developers often say a feature was changed because it was not fun.

But fun is subjective.

Some players find constant exchanges entertaining.

Other players enjoy controlling distance and slowly breaking an opponent down.

Some players want immediate action.

Other players enjoy tactical patience.

Some players enjoy ranked competition.

Other players want to create boxers, manage careers, watch CPU matches, design organizations, and simulate decades of boxing history.

When a company says something is fun, it should explain whose definition of fun is being used.

Was the feature tested primarily by competitive gamers?

Was it tested by experienced boxers?

Was it tested by casual sports fans?

Was it tested by offline career players?

Was the feature itself unappealing, or was it poorly taught?

Was the mechanic difficult because it was realistic, or difficult because its controls were unclear?

Could the system have remained available as an option?

Poe would not accept “it was not fun” as the end of the discussion.

He would ask what was tested, who tested it, how it was measured, and whether alternatives were explored.


Part Nine: Poe Would Ask the Necessary Follow-Ups

A strong interview is not defined only by prepared questions.

It is defined by whether the interviewer listens carefully enough to ask the next question.

If Ash says the company listened too much to fans, Poe could ask:

Which fans?

What feedback caused the game to lose direction?

Was that feedback asking for greater realism, greater accessibility, stronger online balance, more content, or faster updates?

How did the studio decide which feedback to follow?

Did the company have a clear design foundation before collecting feedback?

If fan feedback pulled the game in conflicting directions, was the problem the fans, or was the problem the absence of separate gameplay modes and presets?

If Ash says the studio must return to its foundation, Poe could ask:

What exactly is that foundation?

Is it the original ESBC vision?

Is it the design direction used during Early Access?

Is it the final retail philosophy?

Is it a new vision for Undisputed 2?

If Ash says the game needed to be fair, Poe could ask:

How is fairness defined in a sport built around unequal physical gifts, skills, styles, experience, power, speed, durability, reach, intelligence, and preparation?

Should every boxer be equally viable?

Should weaker boxers be artificially improved?

Should elite boxers be weakened?

Should a devastating puncher lose power to prevent frustration?

Should a defensively gifted boxer become easier to hit?

Should a great outside boxer become slower because opponents dislike chasing him?

At what point does competitive balance erase boxer identity?

If Ash says a realistic simulation would not sell, Poe could ask:

Where is the evidence?

Which fully realized modern boxing simulation was released and rejected by the market?

How can the industry conclude that a product would fail when it has not truly been offered?

Could realistic presets, scalable controls, assists, tutorials, sliders, and separate rulesets allow realism and accessibility to coexist?

Poe would understand when an answer needs clarification.

He would also understand when Ash has given a complete and reasonable explanation.


Part Ten: This Would Not Be a Personal Attack

Poe has strongly criticized Steel City Interactive.

He has criticized the direction of Undisputed.

He has questioned the company’s priorities.

He has challenged statements made by Ash Habib.

He has argued that the project moved away from its original promise.

That does not mean the interview must become hostile.

A serious interviewer should be willing to challenge the subject without insulting the person.

Poe could ask Ash about contradictions respectfully.

For example:

“You have said that the studio may have listened too much to the community and needed to return to its foundation. You have also continued encouraging players to provide feedback and ideas. How should players understand those two positions?”

That question is direct, but fair.

Poe could ask:

“When you refer to a loud minority, are you describing people who criticize the game disrespectfully, or are you including hardcore boxing fans who provide detailed criticism of the game’s systems?”

That question requires clarification without assuming malicious intent.

Poe could ask:

“If Steel City Interactive changed its goals during development, why did the company not communicate those changes more directly to the early supporters who backed the original vision?”

That focuses on communication and responsibility.

The goal would not be to create a viral argument.

The goal would be to produce clarity.


Part Eleven: The Interview Could Benefit Ash Habib

Ash Habib should not view an interview with Poe only as a risk.

It could also be an opportunity.

Ash could explain decisions that players may have misunderstood.

He could correct inaccurate claims.

He could separate his personal opinions from collective studio decisions.

He could explain how much authority belonged to design leads, producers, publishers, investors, and technical teams.

He could describe the limitations the studio encountered.

He could explain why certain systems disappeared.

He could acknowledge mistakes.

He could identify criticism that was fair.

He could defend choices he still believes were correct.

He could clearly define the future of the franchise.

A promotional interview may produce positive headlines for one day.

A serious interview can produce greater trust.

Players do not expect developers to be perfect.

They do expect honesty.

They expect companies to acknowledge when something failed.

They expect explanations that go beyond public-relations language.

They expect evidence that lessons were learned before they are asked to purchase another game.

An interview with Poe would give Ash Habib the opportunity to speak directly to one of the audiences that feels most disappointed.


Part Twelve: Direct Open Invitation to Ash Habib

Ash Habib, this is an open invitation.

I would like to interview you about ESBC, Undisputed, Steel City Interactive, the relationship between the studio and the boxing-game community, and the potential future of Undisputed 2.

This would not be a promotional interview.

It would also not be a personal attack.

I would ask difficult questions.

I would ask follow-up questions.

I would challenge statements that appear inconsistent.

I would ask you to explain what changed between the original ESBC vision and the finished version of Undisputed.

I would ask who controlled the direction of the game.

I would ask what the company learned.

I would ask why certain systems were removed, reduced, delayed, or never completed.

I would ask about hardcore boxing fans, casual players, online competition, offline modes, artificial intelligence, boxer individuality, career mode, creation tools, sliders, realism, authenticity, and the future of the franchise.

But I would also give you the opportunity to answer fully.

I would not interrupt every explanation to manufacture an argument.

I would not misrepresent your answer.

I would not ask questions simply to create a humiliating clip.

I would listen.

I would disagree where necessary.

I would ask for clarification where necessary.

I would allow you to explain where the community may be wrong.

I would allow you to explain where Steel City Interactive was wrong.

I have spent decades involved with boxing and boxing videogames.

I have competed in the sport.

I have worked inside boxing-game communities.

I have communicated with developers and producers.

I have created a boxing-videogame blueprint containing ideas for gameplay, artificial intelligence, career systems, trainers, managers, promoters, referees, judges, creation tools, customization, commentary, presentation, and long-term boxing ecosystems.

I am not approaching you as someone who wants Steel City Interactive to fail.

I am approaching you as someone who wants boxing to be represented with greater depth, respect, realism, and authenticity.

You do not have to agree with everything I believe.

You do not have to accept every criticism.

You do not have to promise every feature.

But the boxing-game community deserves a clear conversation.

The people who supported ESBC deserve to understand what happened.

The people disappointed by Undisputed deserve to know what the company learned.

The people who may be asked to support Undisputed 2 deserve to know what would be different.

My invitation is simple.

Sit down with me.

Answer the difficult questions.

Explain your vision.

Explain the compromises.

Explain the failures.

Explain what succeeded.

Explain who influenced the direction.

Explain what authenticity means to Steel City Interactive.

Let the community hear a conversation that is not controlled by hostility, marketing, or blind support.

Let us talk honestly about boxing videogames.


Part Thirteen: Proposed Podcast Introduction

Welcome to Poe and the Community Speaks.

Today’s conversation is one that the boxing-game community has needed for a long time.

My guest is Ash Habib, the founder and CEO of Steel City Interactive, the studio behind Undisputed.

Before we begin, I want to clearly explain the purpose of this interview.

This is not a personal attack on Ash Habib.

This is not a promotional appearance designed to avoid uncomfortable subjects.

This is not an attempt to create a confrontation for views.

The purpose is to understand what happened during the development of ESBC and Undisputed, how the project’s direction changed, what Steel City Interactive learned, and what the company would need to do differently in the future.

I followed this project from the ESBC era.

I saw why boxing fans became excited.

I saw the promises, concepts, footage, discussions, and expectations that helped the project build support.

I also saw the frustration that developed as many players felt that the final product no longer completely represented the vision they originally supported.

Ash, I appreciate you joining me.

I am going to ask difficult questions.

Some questions may challenge decisions you made.

Some may challenge public statements.

Some may require you to clarify how the company views its hardcore audience.

However, you will have the opportunity to answer fully.

I will not tell you what you believe.

I will ask you to explain it.

I will also ask follow-up questions when an answer requires additional detail.

The objective is not agreement.

The objective is clarity.


Part Fourteen: Proposed Opening Interview Questions

The Original Vision

Ash, when you first began developing ESBC, what was the boxing game you personally wanted to create?

How would you describe the original foundation of ESBC?

Was the original goal to create a realistic boxing simulation, a hybrid boxing game, a competitive fighting game, or something else?

How close is the final version of Undisputed to your original vision?

Which parts of that original vision survived?

Which parts changed?

Which parts were abandoned?

At what stage did the project experience its most significant directional change?

Leadership and Creative Control

Who had final authority over the creative direction of Undisputed?

Did your level of control change as Steel City Interactive expanded?

How much influence came from designers, producers, publishers, investors, consultants, professional boxers, content creators, and competitive players?

Were there moments when you disagreed with the direction chosen by members of your own development team?

Did the growth of the studio make the original vision harder to protect?

When players criticize decisions made by Steel City Interactive, how much responsibility should they place on you personally?

Authenticity

You have repeatedly described the project as authentic.

What does authenticity mean to you?

Does authenticity primarily refer to presentation, licenses, animations, gameplay systems, boxer behavior, or the complete boxing ecosystem?

Which parts of Undisputed do you believe represented authentic boxing successfully?

Which parts did not meet your expectations?

Can a boxing game be called authentic if it lacks deep clinching, inside fighting, referee interaction, boxer-specific AI, realistic fatigue, and meaningful strategic adjustment?

The Hardcore Community

You have referred to a loud minority within the community.

Who were you describing?

Were you referring to disrespectful players, highly competitive players, hardcore simulation fans, or everyone who repeatedly criticized the game?

How does Steel City Interactive separate unproductive negativity from informed criticism?

Do you believe hardcore boxing fans helped the project, damaged the project, or both?

What criticism from hardcore boxing fans proved to be correct?

What criticism do you believe was unfair?

Listening to Fans

You have suggested that the studio may have listened too much to fans and needed to return to its own foundation.

You have also encouraged fans to continue providing feedback and ideas.

How should the community understand those two positions?

Which fan-requested changes caused the studio to lose direction?

Was the problem that the company listened to players, or that the game did not have separate modes and settings for different types of players?

How is community feedback collected and categorized?

Does the company distinguish between feedback from boxers, trainers, casual players, simulation players, online competitors, offline players, and content creators?

Online Balance Versus Boxing Realism

How much did competitive online balancing influence the final design?

Were boxer abilities adjusted to make matchups more equal?

Did online balance affect stamina, movement, power, defense, punch tracking, or boxer individuality?

Do you believe every boxer should be equally viable in competitive play?

How do you balance fairness with the reality that boxers are not equally talented?

At what point does balancing the roster begin to erase the qualities that make each boxer unique?

Missing and Reduced Systems

Why was a visible in-ring referee not a foundational part of the finished game?

Why was clinching reduced or removed?

Why was inside fighting not developed with greater depth?

Why was CPU-versus-CPU not prioritized?

Why were extensive gameplay sliders not included for offline users?

Why did the creation suite not provide the depth many sports-game players expected?

Were these systems rejected, delayed, technically blocked, or deprioritized?

Which missing feature do you most regret not completing?

Career Mode

What was the original vision for career mode?

Was career mode intended to simulate boxing as an industry, or primarily give players a sequence of fights?

Why were promoters, managers, trainers, rankings, negotiations, rivalries, injuries, weight management, and long-term CPU careers not represented more deeply?

Does Steel City Interactive understand the demand for a Universe-style boxing ecosystem?

Would a sequel allow players to follow, manage, or watch multiple boxers rather than controlling only one career?

Artificial Intelligence

How does Steel City Interactive currently create boxer individuality?

Is it driven by ratings, animation packages, tendencies, behavior trees, traits, or machine-learning systems?

How many meaningful behavioral variables distinguish one boxer from another?

Can the AI recognize scorecards, fatigue, injuries, opponent patterns, corner advice, and changing fight conditions?

Can one boxer become more aggressive when hurt while another becomes cautious?

Can a counterpuncher become uncomfortable when forced to lead?

Can a pressure boxer recognize when an opponent is weakening?

What would need to change for the AI to produce fights that remain believable without human control?

Technical Foundation

Was the underlying technology capable of supporting the original ESBC vision?

Did engine architecture limit clinching, referees, rope interactions, damage, physics, or artificial intelligence?

Why did some updates appear to fix one area while creating problems elsewhere?

Was the game’s codebase difficult to expand safely?

Would a sequel use a new engine, a revised engine, or a rebuilt architecture?

When the company says a sequel may be built from the ground up, what does that mean technically?

Quality Assurance

How was Undisputed tested?

How many testers had meaningful boxing knowledge?

How many testers focused on offline play?

How many focused on competitive online play?

Were professional boxers and trainers involved throughout development or consulted only at selected stages?

Did testers identify problems that the company chose not to address before release?

What would Steel City Interactive change about testing for a sequel?

Options and Sliders

Would you support separate simulation, hybrid, and accessible gameplay presets?

Would you support extensive offline sliders?

Could players adjust stamina, damage, referee behavior, clinching, block effectiveness, counter windows, movement speed, AI tendencies, judging, injuries, and boxer durability?

Why should an offline player’s preferred settings be limited by the needs of ranked online competition?

Could ranked modes use standardized rules while other modes remain highly customizable?

Undisputed 2

What is the most important lesson Steel City Interactive learned from the first game?

Which mistakes must never be repeated?

How would you prevent Undisputed 2 from experiencing another identity crisis?

Would hardcore boxing fans have a formal role in testing and advising the studio?

Would the company be willing to publish clear design pillars before release?

Would you define whether the sequel is a simulation, hybrid, or competitive fighting game before asking fans to purchase it?

What would Undisputed 2 need to accomplish before you personally considered it successful?

Why should players who were disappointed by Undisputed trust Steel City Interactive with a sequel?


Part Fifteen: Proposed Closing Statement

Ash, I appreciate you participating in this conversation.

The purpose of this interview was not to force agreement.

It was to give the community a clearer understanding of how Undisputed was made, how its direction changed, what challenges Steel City Interactive encountered, what criticism you consider fair, and what the company would need to do differently in the future.

Boxing fans are demanding because the sport matters to them.

Hardcore fans do not ask for depth because they want the game to fail.

They ask for depth because boxing deserves to be represented as more than a simplified exchange of punches.

It deserves individuality.

It deserves strategy.

It deserves consequences.

It deserves history.

It deserves a believable career ecosystem.

It deserves realistic movement, fatigue, damage, defense, corner work, judging, refereeing, and artificial intelligence.

A boxing game can welcome casual players without silencing hardcore fans.

It can offer accessibility without removing depth.

It can support online competition without allowing online balancing to control every offline experience.

It can give different audiences different ways to enjoy the sport.

The question is whether Steel City Interactive is willing to build that type of foundation.

The community will judge the future of Undisputed not only by promises, trailers, graphics, licenses, or roster size.

It will judge the future by whether the company demonstrates that it understands what went wrong.

It will judge the future by whether the studio listens without surrendering its identity.

It will judge the future by whether authenticity becomes a complete design philosophy rather than a promotional phrase.

This conversation would not solve every disagreement.

It would not make everyone support Steel City Interactive.

It would not erase the problems of the first game.

But it could establish something the boxing-game community has been missing.

Honest communication.

Clear definitions.

Direct accountability.

A respectful disagreement between people who care deeply about boxing.

That is why Poe would be an ideal person to interview Ash Habib.

He understands boxing.

He understands boxing videogames.

He understands the history of the genre.

He understands the community.

He understands the frustrations of offline and simulation players.

He understands that criticism should be connected to solutions.

He is willing to ask difficult questions without making the conversation personally hostile.

He is willing to listen to the answers.

Most importantly, Poe has spent decades fighting for the same goal that originally caused so many people to support ESBC:

A boxing videogame that finally treats boxing with the depth, individuality, realism, and respect the sport deserves.

This version can function as a narrated YouTube video, podcast opening, public campaign statement, or written invitation to Ash Habib.

Sunday, July 19, 2026

Storytelling Is Not the Real Enemy of AAA Gaming

 

Storytelling Is Not the Real Enemy of AAA Gaming

David Jaffe, the original God of War director, recently argued that AAA studios spent too many years chasing cinematic prestige. He believes many games communicate their stories through cutscenes rather than mechanics, while younger audiences increasingly favor open-ended experiences such as Fortnite, Roblox, and Call of Duty. He also connected this trend to the industry’s layoffs, cancellations, and studio closures. (TweakTown)

He has a legitimate design criticism, but I think his business diagnosis is too convenient.

Some AAA games absolutely interrupt the player too often, restrict freedom, overload the experience with slow walking sequences, and treat gameplay as transportation between cinematics. A game should not feel like a movie that occasionally allows the audience to touch the controller.

But storytelling itself is not destroying AAA gaming.

Storytelling Is Becoming a Scapegoat

The danger is that publishers will take Jaffe’s criticism and translate it into:

“Players do not care about stories, so we can spend less, include less, eliminate expensive content, and still charge the maximum price.”

That is very different from saying games need stronger mechanics.

Companies could remove cinematic sequences, shorten campaigns, reduce voice acting, abandon branching narratives, eliminate meaningful side missions, and offer fewer handcrafted experiences without passing those savings to players. The standard edition could remain expensive while additional characters, missions, cosmetics, expansions, and convenience features are separated into paid content.

That would not be a gameplay revolution. It would be cost reduction disguised as creative reform.

The Layoff Crisis Is Bigger Than Storytelling

The 2026 GDC industry survey found that 28% of respondents had been laid off during the previous two years, including 33% of respondents in the United States. Two-thirds of respondents working at AAA studios said their companies had conducted layoffs. However, that report discusses broader business pressures across the industry; it does not establish cinematic storytelling as the principal cause. (GDC)

AAA instability also involves:

  • Poor executive planning

  • Projects with uncontrolled scope

  • Excessive graphical-production demands

  • Long development cycles

  • Failed live-service investments

  • Publisher consolidation

  • Pandemic-era overexpansion

  • Constant demands for revenue growth

  • Games being restarted or canceled after years of work

  • Marketing budgets that can rival development spending

  • Executives chasing trends instead of building sustainable studios

Blaming storytelling allows corporate leadership to avoid examining those decisions.

Look at the Examples Being Used

Jaffe points toward Fortnite, Roblox, and Call of Duty as evidence that players prefer gameplay-driven sandboxes. (TweakTown)

But those examples should make players cautious. Publishers may not hear:

“Give players deeper mechanics, freedom, artificial intelligence, customization, replayability, and emergent systems.”

They may hear:

“Build endlessly monetized platforms that keep players logged in and purchasing content.”

Those are not the same philosophy.

A rich sandbox like Fallout can combine exploration, role-playing, environmental storytelling, companions, factions, emergent artificial intelligence, player choice, and mechanical freedom. Story does not have to replace gameplay. It can give the gameplay context, consequences, identity, and emotional weight.

The Real Problem Is Imbalance

AAA games do not need to abandon storytelling. They need to stop allowing presentation to consume resources that should also support:

  • Better artificial intelligence

  • Deeper physics

  • More responsive controls

  • Greater player agency

  • More interactive environments

  • Stronger customization

  • Meaningful choices

  • Better replayability

  • More polished systems

  • Complete offline modes

  • Improved accessibility and options

  • Better testing and long-term support

A game can have an excellent story and excellent gameplay. The problem begins when a company spends heavily on actors, cinematics, visual spectacle, and marketing while foundational systems remain shallow or broken.

My Position

Jaffe is right that gameplay must remain the foundation of a videogame. He is wrong, or at least incomplete, if cinematic storytelling is presented as the central explanation for AAA gaming’s decline.

The stronger argument is this:

AAA games are not getting worse because they tell stories. They are getting worse when corporations prioritize spectacle, trend-chasing, monetization, and short-term shareholder returns over complete, mechanically deep experiences. Removing storytelling will not automatically give players better games. Without accountability, it may simply give publishers an excuse to provide less while charging the same amount or more.

Saturday, July 18, 2026

Will Boxing Ever Receive a Truly Authentic Videogame?

 

Will Boxing Ever Receive a Truly Authentic Videogame?

Yes, I believe it will eventually happen. But it will not happen automatically, and it may not come from a company whose primary objective is creating a competitive online fighting game.

The greater danger is that boxing continues receiving games that look like boxing, borrow boxing terminology and license famous boxers, while fundamentally operating like conventional arcade fighting games.

That is what “cosplaying as boxing” means:

  • Authentic trunks, gloves, arenas and ring walks
  • Recognizable champions and legends
  • Television-style presentation
  • Marketing built around “the Sweet Science”
  • But underneath everything, standardized movement, symmetrical balancing, exploitable combinations, simplified defense and limited boxer individuality

That is not a simulation of boxing. It is a fighting game wearing boxing equipment.

The Difference Between Looking Authentic and Being Authentic

A boxing game can feature photorealistic Muhammad Ali, Canelo Álvarez or Sugar Ray Leonard and still fail to represent how any of them actually boxed.

Visual authenticity asks:

Does this resemble a boxing broadcast?

Systemic authenticity asks:

Does the game understand why these boxers move, react, attack, defend, tire, adjust and make decisions differently?

The industry has become much better at the first question than the second.

Steel City Interactive continues to describe Undisputed as an authentic boxing experience, highlighting licensed boxers, unique punch sets and strategic control. Its own studio language says its objective is to deliver an authentic game that does justice to boxing.

But calling something authentic does not establish that it has successfully simulated boxing. As of July 18, 2026, the Steam version still carries “Mixed” English-language user reviews, despite being marketed as the most authentic boxing game to date. That does not prove every criticism is correct, but it demonstrates a significant gap between the game’s positioning and how a large portion of its audience experienced the finished product.

Why Developers Keep Drifting Toward Competitive Arcade Design

1. Competitive balance becomes more important than boxing reality

Competitive games are usually designed around fairness, readability and predictable counters.

Boxing is not naturally symmetrical.

Some boxers are:

  • Faster than nearly everyone they face
  • Unusually powerful for their division
  • Extremely difficult to hurt
  • Awkward because of their stance or dimensions
  • Poorly equipped to fight at certain distances
  • Technically limited but physically overwhelming
  • Brilliant against one style and vulnerable against another

A simulation must embrace those inequalities.

A competitive fighting game often tries to smooth them out so that every matchup remains manageable. Once that happens, the boxer’s identity becomes secondary to the player’s command execution.

Boxing is not fair. It is explainable.

A realistic game should explain the advantages and disadvantages through ratings, tendencies, physical measurements, tactical preparation and consequences. It should not erase them for artificial parity.

2. Developers confuse accessibility with simplification

A realistic game does not have to be inaccessible.

Accessibility can come through:

  • Assisted defensive controls
  • Optional combination assistance
  • Simplified corner instructions
  • Training overlays
  • Tactical tutorials
  • Adjustable reaction windows
  • Casual, hybrid and simulation presets
  • Extensive gameplay and AI sliders

The solution is not to weaken the simulation foundation. The solution is to allow different players to interact with that foundation at different levels.

This is why options and sliders are so important. A company does not have to force one experience on everyone. It can build one boxing engine and provide several rule and assistance layers.

3. Online competition begins controlling the entire game

Once ranked online play becomes the design center, developers start worrying about:

  • Match duration
  • Spectator excitement
  • Controller responsiveness
  • Counter windows
  • Exploits
  • Repetitive tactics
  • Win-rate balance
  • Immediate feedback
  • Constant offensive activity

Those concerns are legitimate for an online mode. They should not dictate every offline mode, every CPU boxer, career mode, simulation setting and exhibition match.

A ranked competitive environment can have its own contracts, presets and restrictions. Offline simulation should not be sacrificed because ranked players require standardized conditions.

4. Punch volume is mistaken for entertainment

Boxing’s tension does not come solely from punches being thrown.

It comes from:

  • A boxer attempting to establish lead-foot position
  • A jab slowly taking away an opponent’s confidence
  • One boxer refusing to enter the other’s preferred range
  • A pressure boxer cutting off escape routes
  • A counterpuncher conditioning an opponent into making a mistake
  • Fatigue changing the viability of a game plan
  • A damaged hand reducing punch selection
  • A trainer recognizing that the original strategy has failed
  • A boxer surviving a dangerous round and changing the contest

A game that does not understand these moments may need constant punching to remain exciting. A true boxing simulation would make positioning, hesitation, probing and adjustment meaningful.

What a Real Boxing Simulation Would Require

It would not simply need more animations. It would require a different design philosophy.

A simulation-first boxing engine

The foundational systems should calculate:

  • Distance
  • Reach
  • angle of attack
  • Weight transfer
  • Momentum
  • balance
  • foot placement
  • stance alignment
  • punch trajectory
  • defensive positioning
  • visibility
  • anticipation
  • accumulated damage
  • localized fatigue
  • neurological disruption
  • recovery
  • confidence
  • strategic adaptation

The game should determine the result first according to boxing logic, then present the correct animation. It should not select an attractive animation and reverse-engineer the outcome afterward.

Genuine boxer identity

Two boxers should not feel different merely because one has an 87 jab rating and the other has an 82.

Identity must come from the interaction between:

  • Attributes
  • tendencies
  • capabilities
  • traits
  • physical dimensions
  • stance
  • posture
  • punch mechanics
  • defensive habits
  • preferred ranges
  • combination logic
  • risk tolerance
  • conditioning
  • ring intelligence
  • emotional response
  • trainer influence
  • injury history

A player controlling Joe Frazier should be encouraged by the systems to pressure, slip, close distance and attack the body. A player controlling Thomas Hearns should naturally understand the value of length, leverage and straight-punch positioning.

The game should not merely allow players to imitate those styles. It should make those styles emerge from the boxers’ identities.

Real consequences for bad boxing

A player should not be able to disregard fundamentals without consequences.

Examples include:

  • Crossing the feet and losing balance
  • Squaring the stance and becoming vulnerable
  • Punching without proper range
  • Retreating in straight lines
  • Repeatedly leaning in the same direction
  • Throwing combinations without resetting
  • Switching stances without the necessary skill
  • Blocking excessive punishment without guard deterioration
  • Missing power punches without stamina and positional consequences
  • Ignoring body damage
  • Fighting through severe cuts without impairment
  • Using identical tactics against every opponent

The game must teach boxing through consequences, not merely through tutorial text.

A living boxing ecosystem

Authenticity cannot stop when the bell rings.

A complete boxing simulation should include:

  • Amateur development
  • matchmaking
  • managers
  • promoters
  • trainers
  • cutmen
  • judges
  • referees
  • sanctioning organizations
  • rankings
  • mandatory challengers
  • contractual negotiations
  • purse splits
  • regional circuits
  • rival promotions
  • injuries
  • weight management
  • replacement opponents
  • media narratives
  • gym relationships
  • sparring partners
  • boxer aging and decline
  • CPU-generated prospects
  • changing tactical trends

Career mode should simulate the sport, not merely provide a menu connecting one fight to the next.

The Most Realistic Commercial Path

The first major authentic boxing game probably will not advertise itself as an uncompromising simulation that ignores casual players.

A more practical model would be:

One authentic foundation

Punch mechanics, movement, stamina, damage, AI and boxer identities are built according to boxing principles.

Three experience lanes

Simulation

Minimal assistance, realistic consequences, greater boxer asymmetry, deeper officiating and authentic pacing.

Hybrid

The same foundation with wider defensive windows, clearer feedback, moderate assistance and more forgiving movement.

Casual

Simplified controls, stronger assistance, faster pacing, reduced punishment for technical mistakes and presentation designed for immediate enjoyment.

None of these modes would need to destroy the others.

The mistake is building an arcade foundation and attempting to create a “simulation mode” by slowing punches, increasing stamina costs and removing the HUD. That does not create simulation. It creates a slower arcade game.

Does the Undisputed Sequel Represent Hope?

It represents an opportunity, but not proof.

Steel City Interactive confirmed in April 2026 that production had begun on a sequel, with development shifting to a new Unreal Engine foundation. Ash Habib said the original game was a learning period, that the sequel would be built with a new foundation and that developers with experience at companies including EA Sports, Rockstar and 2K had joined the studio.

Early secondhand reports describe substantially reworked movement, simultaneous slipping and punching, improved online synchronization and a complete rebuild rather than a modest upgrade. Those impressions remain preliminary, however. There is no finished product available by which to determine whether the sequel will simulate boxing more deeply or simply deliver a smoother, more visually advanced competitive fighting game.

A new engine can improve animation, responsiveness, networking and visuals. It cannot decide the design philosophy.

The essential questions remain:

  • Will boxers possess genuinely different tactical intelligence?
  • Will attributes, tendencies and traits materially change behavior?
  • Will the game accept realistic matchup inequality?
  • Will footwork operate as boxing footwork rather than unrestricted locomotion?
  • Will blocking, clinching, inside fighting and officiating become complete systems?
  • Will offline simulation be protected from competitive balancing?
  • Will users receive serious sliders and customization?
  • Will career mode represent boxing as an ecosystem?
  • Will knowledgeable boxers, trainers and hardcore boxing gamers influence development before the systems are locked?

Until those questions are answered through gameplay and systems, “authentic” remains a marketing promise.

My Honest Prediction

Boxing will eventually receive an authentic and realistic videogame.

But it may require one of three developments:

  1. A studio intentionally building a simulation engine before worrying about esports.
  2. A major publisher recognizing that simulation, hybrid and casual audiences can coexist through modes, assists and sliders.
  3. A smaller boxing-focused project proving there is a market for depth, forcing larger companies to follow.

The technology is capable. The audience exists. The knowledge exists. The problem is not that boxing is impossible to simulate.

The problem is that companies repeatedly ask:

“How do we convert boxing into a familiar competitive fighting game?”

The breakthrough will happen when a company asks:

“How do we convert the intelligence, inequality, physicality, danger, patience and strategic depth of boxing into playable systems without stripping away what makes boxing boxing?”

Until then, we will continue receiving games that perform the appearance of authenticity while protecting an arcade fighting-game structure underneath.

But that outcome is not inevitable. A realistic boxing game can still be entertaining, accessible and commercially successful. It simply needs developers willing to treat authenticity as the foundation rather than a presentation layer.

Can Undisputed Ever Become a Realistic Boxing Simulation While Competitive Balance Controls Everything?

 

Can Undisputed Ever Become a Realistic Boxing Simulation While Competitive Balance Controls Everything?

How can Undisputed become a realistic boxing simulation, or even a genuinely authentic boxing game, when Steel City Interactive appears to be designing the entire experience around competitive balancing?

That is not a minor question. It affects the foundation of the game.

Competitive online play usually demands standardized rules, restricted variables, predictable outcomes, simplified systems and constant adjustments intended to keep every matchup reasonably “fair.” Authentic boxing does not operate that way. Boxing is filled with physical, stylistic, tactical and psychological inequalities.

Some boxers are faster.

Some hit dramatically harder.

Some have better stamina, stronger chins, longer reaches, superior reflexes or more intelligent footwork.

Some styles are naturally difficult for other styles.

Some matchups are competitive on paper but become completely one-sided in the ring.

That is boxing.

When developers prioritize competitive balance above authenticity, there is a danger that every boxer will be forced into the same artificial gameplay structure. Power must be controlled. Movement must be normalized. Defensive advantages must be reduced. Reach differences must be softened. Style mismatches must become easier to overcome. Signature strengths must be limited so that no boxer feels “unfair.”

At that point, the game may feature licensed boxers, authentic arenas and realistic graphics, but the underlying experience is still being structured like a competitive fighting game.

Is the Entire Game Being Designed Around Online Competition?

Steel City Interactive needs to explain whether competitive online play is one part of Undisputed or whether it is the foundation controlling every other part of the game.

Those are two completely different design philosophies.

If ranked online competition determines the global punch speeds, stamina consumption, damage values, movement systems, boxer ratings, defensive mechanics and style effectiveness, then offline players are not receiving an independent boxing experience. They are receiving an offline version of a game tuned primarily for online competition.

Career Mode, exhibition fights, CPU-versus-CPU contests and offline tournaments should not be imprisoned by ranked-online balancing.

Offline players should be able to experience boxing without every mechanic being restricted because something might be considered overpowered in competitive multiplayer.

A devastating puncher should feel devastating.

An elite defensive boxer should be extraordinarily difficult to hit.

A boxer with exceptional reach should be able to control distance when used intelligently.

A pressure boxer should be able to exhaust an opponent through physical and mental pressure.

A technically limited boxer should not suddenly become equally capable because competitive balance demands that every selectable character have a fair opportunity against everyone else.

Authenticity requires meaningful differences. Competitive balancing often tries to reduce those differences.

Boxing Is Not Supposed to Be Perfectly Fair

There is a major difference between fair game mechanics and equalized boxers.

The controls should be responsive. The rules should be consistent. Exploits should be removed. Online connections should be stable. Players should not lose because of broken tracking, input delay, animation failures or defective judging.

That is legitimate competitive fairness.

However, the boxers themselves should not be artificially equalized.

Muhammad Ali should not be slowed down merely because his movement creates a difficult matchup.

George Foreman’s power should not feel ordinary because players might complain that he is overpowered.

Floyd Mayweather Jr.’s defensive intelligence should not be weakened because some players struggle to hit him.

Thomas Hearns’ reach and right hand should not be reduced to make shorter boxers easier to use against him.

Competitive balance should address broken mechanics and exploits. It should not erase authentic advantages, disadvantages or stylistic identities.

Offline Players Need Their Own Design Lane

A serious boxing game should have separate gameplay lanes.

Ranked Competitive Mode could use standardized settings, specific balancing rules, controlled sliders and clearly defined matchmaking regulations.

Authentic Simulation Mode could prioritize boxer identity, realistic damage, style mismatches, physical advantages, fatigue, injuries, tactical depth, referee behavior, judging tendencies and unpredictable boxing outcomes.

Custom or Hybrid Mode could allow players to adjust the experience through sliders, gameplay presets and individual boxer tuning.

This would allow competitive players to have the controlled environment they want without forcing every offline player, career player, simulation fan and boxing purist into the same structure.

Options and sliders exist precisely because different audiences want different experiences.

There is no legitimate reason why ranked-online balancing must dictate offline boxing. The two modes can share the same core technology while using different tuning profiles, rule contracts, AI priorities and simulation values.

Do Offline Players Matter to Steel City Interactive?

Offline players have a right to ask whether they are being treated as a secondary audience.

Are Career Mode players central to the design process, or is Career Mode simply being built around mechanics created for online competition?

Are simulation fans being heard, or are they being dismissed as a “loud minority” because their requests conflict with a competitive esports-oriented direction?

Are boxing enthusiasts being asked what authenticity means to them, or is the studio deciding that competitive balance automatically equals good boxing gameplay?

Calling dissatisfied players a loud minority does not answer their criticism. It avoids it.

A group can be smaller than another group and still identify serious design problems. More importantly, nobody has produced credible public evidence proving that players seeking deeper offline gameplay, authentic boxer identities, realistic simulation systems and extensive customization are merely an insignificant minority.

Without independent surveys, transparent research and meaningful audience segmentation, the studio cannot accurately claim to know what most boxing fans want.

Social-media comments, Discord activity, content-creator feedback and online match data do not represent the entire potential audience. They especially do not represent players who stopped participating because they felt ignored, disappointed or alienated.

Authenticity Cannot Be Cosmetic

Authenticity is not created by scanning licensed boxers, reproducing branded trunks, adding recognizable venues or presenting cinematic ring walks.

Those elements support authenticity, but they do not define it.

Authenticity must exist in:

  • Footwork and balance

  • Punch mechanics

  • Weight transfer

  • Defensive styles

  • Inside fighting

  • Clinching

  • Boxer tendencies

  • Signature punches

  • Ring positioning

  • Reach management

  • Stamina and recovery

  • Damage accumulation

  • Referee behavior

  • Judging

  • Trainer influence

  • Tactical adjustments

  • Career progression

  • Style matchups

  • Boxer intelligence

  • Physical and psychological differences

When these systems are simplified or standardized for competitive balance, visual realism becomes a costume covering arcade-oriented foundations.

A boxing game cannot claim authenticity while being afraid of the inequalities that make boxing authentic.

SCI Must Decide What Undisputed Is

Steel City Interactive needs to provide a clear answer.

Is Undisputed intended to be a competitive fighting game based on boxing?

Is it a hybrid boxing game attempting to serve multiple audiences?

Or is it supposed to be an authentic boxing simulation?

The studio cannot continue using the language of authenticity while allowing competitive balancing to dominate every mode and every boxer.

A hybrid game is not automatically a problem. The problem comes when the hybrid structure is presented as a simulation while the simulation audience receives no independent tuning, no deep customization and no way to escape online-focused design decisions.

The solution is not to eliminate competitive play. The solution is to stop treating competitive play as the only legitimate way to structure the entire game.

Build ranked competition for competitive players.

Build an authentic simulation environment for boxing purists.

Build extensive sliders and customization for players who want something in between.

Give offline players deep Career, Universe, Promoter, Tournament, CPU-versus-CPU and sandbox experiences that are not controlled by esports balancing.

A game with separate modes, presets, sliders and rule structures does not have to choose only one audience. It can serve several audiences without forcing one philosophy on everyone.

But if every part of Undisputed continues to be governed by competitive balancing, then Steel City Interactive should stop pretending that offline simulation players are receiving an authentic boxing game.

They are receiving a competitive fighting game that is cosplaying as one.

Ash Habib Needs to Make Up His Mind: Does Steel City Interactive Want Fan Feedback or Not?

 

Steel City Interactive owner Ash Habib needs to provide a clear and consistent explanation of how fan feedback will influence the next Undisputed boxing game.

On one hand, Ash has suggested that Steel City Interactive listened to too many competing voices during the development of the first game and moved away from its original foundation. His comments appeared to imply that the studio should have trusted its initial vision instead of repeatedly changing direction to satisfy different sections of the audience.

On the other hand, Steel City Interactive is once again asking fans to provide feedback, suggestions, and ideas for the sequel.

That creates an obvious contradiction.

Is Ash returning to his original vision and reducing the community’s influence over development?

Or does Steel City Interactive still want the community to help shape the game?

Both approaches can exist together, but Ash and SCI need to explain how.

The company cannot criticize fan influence when development decisions fail, then promote community feedback when it needs renewed excitement and support for the sequel.

Listening to Fans Was Never the Real Problem

The problem was not that Steel City Interactive listened to fans.

The problem was how the studio collected, interpreted, prioritized, and implemented the feedback it received.

Listening to fans does not mean blindly agreeing with every comment posted on Discord, YouTube, Reddit, X, Steam, or social media. It does not mean changing the combat system every time one vocal group complains. It does not mean allowing popular content creators, competitive online players, casual players, or arcade fighting-game fans to speak for the entire boxing community.

A responsible studio should collect feedback from different audiences, identify repeated concerns, compare those concerns with gameplay data, consult people who understand boxing, test multiple solutions, and determine whether a proposed change supports the game’s established design philosophy.

That requires leadership and structure.

If the game’s foundation is supposed to be realistic and authentic boxing, then every major gameplay decision should be evaluated against that foundation.

Does the change make boxing styles more distinctive?

Does it improve the relationship between footwork, balance, positioning, defense, and punching?

Does it make stamina, damage, recovery, timing, and ring generalship more believable?

Does it improve responsiveness without removing tactical consequences?

Does it solve a legitimate gameplay problem, or does it merely make the game easier for one section of the audience?

Steel City Interactive should never stop listening. It should become more disciplined about who it listens to, what evidence it considers, and how it applies that information.

Options and Sliders Exist for a Reason

Different players wanting different experiences should not be treated as an impossible development problem.

That is precisely why videogames have options, sliders, assists, difficulty settings, simulation presets, customizable rules, control configurations, offline settings, and separate online environments.

A modern sports game does not have to force every player into the exact same experience.

A realistic boxing fan should be able to choose a demanding simulation experience with:

  • Realistic stamina consumption and recovery

  • Boxer-specific physical and technical advantages

  • Punishing footwork and positioning mistakes

  • Difficult defensive timing

  • Authentic injuries and accumulated damage

  • Intelligent clinching and inside fighting

  • Realistic knockdowns and recovery

  • Strong matchup disadvantages

  • Minimal visual indicators and assists

  • Strict referee, judging, and rule settings

A casual player could choose:

  • Simplified controls

  • Stronger defensive assistance

  • More forgiving stamina

  • Easier movement and recovery

  • More visible gameplay indicators

  • Reduced injury severity

  • Faster pacing

  • More balanced boxer ratings

  • Less punishing tactical mistakes

A hybrid player could choose an experience between those two approaches.

That is not an unrealistic demand. That is intelligent sports-game design.

The studio should establish a deep and authentic boxing foundation, then allow players to customize how demanding, accessible, realistic, or forgiving that foundation becomes.

Steel City Interactive does not need to combine every audience into one compromised default system.

It can provide separate simulation, hybrid, and casual presets. It can provide gameplay sliders. It can provide assists. It can provide customizable rule contracts. It can separate realistic online matchmaking from more accessible competitive matchmaking.

Options are not evidence that a studio lacks direction. Options allow a studio to maintain its direction while respecting different sections of its audience.

The excuse that conflicting fan preferences made the game impossible to design does not hold up when the company did not fully use the customization tools available to solve that exact problem.

SCI Must Define Its Original Foundation

Ash has spoken about returning to his foundation, but what exactly was that foundation?

Fans deserve a specific answer.

Was the original goal to create the most realistic and technically detailed boxing simulation possible?

Was the goal to make an accessible hybrid game that looked authentic but remained easy to play?

Was the goal to create a competitive online fighting game using licensed boxers?

Was the goal to satisfy both hardcore and casual audiences with options and separate gameplay configurations?

The word “authentic” is not enough.

Authenticity must be defined through systems and mechanics.

Does authentic boxing mean realistic stamina, foot positioning, balance, leverage, inside fighting, clinching, feints, parries, defensive shells, punch variation, boxer tendencies, ring generalship, referee involvement, corner strategy, injuries, judging, and style-specific artificial intelligence?

Or does authenticity mainly refer to licensed boxers, recognizable arenas, real organizations, motion capture, broadcast graphics, and visual presentation?

A boxing game can look authentic without playing authentically.

A game can feature championship belts, famous venues, realistic boxer models, television-style presentation, and official licensing while failing to represent the tactical and physical depth of boxing.

Ash cannot simply say that SCI is returning to its foundation. He must define what that foundation includes and what the studio refuses to compromise.

Are Developers Influencing the Direction?

Some fans believe Steel City Interactive’s developers may be influencing Ash away from his original vision.

That belief has not been publicly proven and should not be presented as established fact.

However, it is understandable why the suspicion exists.

Ash originally presented himself as a passionate boxing fan trying to build the boxing game that major companies were unwilling to make. As Steel City Interactive expanded, hired developers from other major studios, added offices, secured investments, signed licensing agreements, and became responsible for a larger commercial operation, the game’s direction appeared to change.

The company’s public communication also became more controlled and corporate.

That does not automatically prove Ash lost control of the project. It does raise legitimate questions about who now has the strongest influence over gameplay decisions.

Is Ash still the person establishing the creative vision?

Does the gameplay director have final authority over the combat system?

Are online competitive designers determining how boxer ratings and styles are balanced?

Are technical limitations shaping design decisions that are later presented as creative choices?

Are publisher expectations, retention targets, accessibility goals, development schedules, and monetization plans influencing the game more than boxing realism?

Are developers with experience in arcade fighting games, wrestling games, football games, or action games applying design philosophies that do not fit a serious boxing simulation?

Hiring experienced developers can strengthen a studio, but experience at a major company does not automatically equal an understanding of boxing.

A developer can possess strong technical ability and still misunderstand the sport being represented.

The public deserves to know who controls the boxing philosophy of the sequel and how conflicts between accessibility, competitive balance, commercial appeal, and realism are resolved.

The Scripted Video Concern

Some fans believe Ash appears to be reading prepared scripts in company videos and does not always remain consistent with those messages afterward.

Reading from a script is not automatically dishonest or suspicious.

Company owners and executives often use prepared statements to avoid revealing confidential information, making inaccurate promises, contradicting legal agreements, or creating confusion about unfinished features.

The real problem is not whether Ash reads from a script.

The problem is whether the message remains consistent after the video ends.

When Ash says the studio listened too much and needs to return to its own vision, fans reasonably interpret that as a reduction in community influence.

When SCI later asks those same fans for more feedback and ideas, the company must explain what has changed.

Is the studio only collecting feedback to identify problems?

Will fans be allowed to influence solutions?

Which ideas will be considered?

Who will evaluate them?

What standards will determine whether an idea fits the game?

Will experienced boxers, trainers, coaches, simulation players, casual players, online competitors, and content creators all be treated equally?

Prepared communication only works when the underlying position is clear and consistent.

Otherwise, every new video begins to feel like a temporary marketing message rather than a dependable development philosophy.

“The Community” Is Not One Group

Steel City Interactive must stop speaking about “the fans” or “the community” as though everyone wants the same boxing game.

The audience includes:

  • Hardcore boxing fans

  • Former and active boxers

  • Trainers and coaches

  • Sports-simulation players

  • Offline career players

  • CPU-versus-CPU players

  • Online competitive players

  • Casual players

  • Arcade fighting-game fans

  • Content creators

  • Modders

  • Creation-suite players

  • Boxing historians

  • Players focused primarily on licensed boxers

  • Players interested in management and promoter systems

  • Players who want accessibility options

These audiences may disagree about almost every part of the game.

An online competitive player may want boxers to be more evenly balanced so every matchup feels fair.

A simulation player may argue that boxing is not fair. Size, reach, speed, power, durability, experience, style, conditioning, age, injury history, and technical skill should create meaningful advantages and disadvantages.

A casual player may want easier movement, simplified defense, forgiving stamina, and faster action.

A boxing technician may want poor positioning, bad balance, predictable combinations, incorrect range, and reckless pressure to produce serious consequences.

A career player may want a deep boxing world with promoters, managers, trainers, rankings, negotiations, injuries, rivalries, sanctioning organizations, and long-term progression.

An online player may be more concerned with responsiveness, matchmaking, exploits, and competitive balance.

One group does not have to defeat or silence the other.

The solution is a layered game with separate presets, options, sliders, assists, rule configurations, and online environments.

SCI should not blend every preference into one watered-down experience and later claim that satisfying different fans was impossible.

Not Every Fan Suggestion Should Be Treated Equally

Steel City Interactive should listen to everyone, but listening does not mean every opinion carries the same technical value.

A boxer with years of experience may notice problems with foot placement, weight transfer, punch mechanics, defensive posture, range, balance, and ring positioning that an average player would never recognize.

A trainer may understand tactical adaptation, corner instructions, conditioning, recovery, opponent preparation, and style matchups at a much deeper level.

A longtime sports-simulation player may understand sliders, tendencies, attributes, progression systems, franchise logic, artificial intelligence, and customization better than someone who mainly plays arcade fighting games.

An experienced online competitor may identify exploits, input problems, latency issues, animation abuse, and balancing problems that an offline player would not see.

Each group offers different expertise.

SCI should categorize feedback instead of mixing all comments into a single community bucket.

Feedback should be separated into areas such as:

  • Boxing authenticity

  • Combat mechanics

  • Artificial intelligence

  • Online balance

  • Responsiveness

  • Accessibility

  • Career depth

  • Presentation

  • Creation tools

  • Technical performance

  • Rules and officiating

  • Boxer identity

  • Controls

  • Difficulty

  • Customization

The studio should then evaluate suggestions using people qualified to understand each category.

Popularity should not be the only measurement of value.

An idea does not become correct because a major content creator supports it. A technically important issue does not become irrelevant because only a smaller group of knowledgeable players recognizes it.

Feedback Should Not Mean Discord Alone

SCI should also explain how it plans to collect feedback.

A Discord server is not a scientific representation of the entire audience.

YouTube comments are not a controlled survey.

Social-media engagement is not reliable market research.

Content creators do not automatically represent offline players, simulation players, older boxing fans, former boxers, international audiences, disabled players, or people who left the community because they felt ignored.

A structured independent survey could provide SCI with much better information.

The survey should ask players:

  • What type of boxing game they prefer

  • Which modes they play

  • Whether they prioritize realism, accessibility, or competitive balance

  • Which mechanics they believe are missing

  • Which features they want customizable

  • How much career and management depth they expect

  • Whether they play online, offline, or both

  • Which control schemes they use

  • Which aspects of boxing they understand

  • Whether they have boxing, coaching, development, or sports-game experience

  • Why they stopped playing the first game

  • What would convince them to buy the sequel

The results should be published so the community can see what different audiences actually want.

That would be more credible than repeatedly claiming that SCI knows what the fans want while refusing to independently measure the audience in detail.

Ash Should Answer These Questions Directly

Instead of offering another broad request for ideas, Ash should answer specific questions about SCI’s development philosophy:

  1. What was the original foundation of Undisputed?

  2. Which parts of that foundation were changed because of fan feedback?

  3. Which sections of the community influenced those changes?

  4. Which changes does Ash now believe damaged the original vision?

  5. What is the non-negotiable foundation of the sequel?

  6. Is the default experience intended to be a simulation, a hybrid sports game, or an accessible competitive boxing game?

  7. Will the sequel include separate simulation, hybrid, and casual presets?

  8. How extensive will the gameplay sliders and accessibility options be?

  9. Will offline players have control over stamina, damage, speed, movement, artificial intelligence, referee behavior, judging, injuries, knockdowns, recovery, and boxer tendencies?

  10. Will online simulation and casual matchmaking use separate rule configurations?

  11. Who has final authority over combat design?

  12. Who determines whether a mechanic accurately represents boxing?

  13. How are boxers and trainers involved in evaluating gameplay systems?

  14. How is feedback from knowledgeable boxing fans weighed against feedback from casual and competitive players?

  15. Will SCI use a structured third-party survey?

  16. What does SCI mean when it uses the word “authentic”?

  17. Will the company publish a design philosophy so fans understand what feedback fits the project?

  18. How will SCI prevent the sequel from changing direction every time a vocal group complains?

These are not unreasonable or hostile questions.

They are accountability questions for a company asking players to trust it with another boxing game.

Fans Should Not Become the Excuse

Ash should not use the community as an explanation for every design failure in the original game.

Developers make the final decisions.

Fans may request changes, complain about mechanics, demand balancing adjustments, or suggest new ideas, but the studio decides what enters the game.

If a change damages the game’s identity, that is ultimately a leadership and development decision.

SCI could have rejected the suggestion.

SCI could have tested it more thoroughly.

SCI could have limited it to a casual preset.

SCI could have created a slider.

SCI could have made it an optional assist.

SCI could have separated the online and offline implementations.

SCI could have preserved the original mechanic in simulation mode.

The company had choices.

Fans should not be blamed because SCI failed to create a system capable of supporting different preferences.

Threats, harassment, and personal attacks are unacceptable. Those actions should be condemned without hesitation.

However, the behavior of a small number of abusive individuals should not be used to dismiss legitimate criticism from knowledgeable fans.

Constructive feedback and abusive behavior are not the same thing.

SCI must separate them instead of treating all criticism as a danger to the studio’s vision.

A Strong Vision and Player Choice Can Exist Together

Ash does not have to choose between having a clear vision and listening to the community.

A strong studio can do both.

The foundation should come from a clearly defined understanding of boxing.

The customization should allow different audiences to shape the experience around that foundation.

The studio should decide that footwork, positioning, timing, balance, stamina, style identity, defense, ring generalship, and tactical consequences are essential.

Then players should be allowed to customize how demanding those systems become.

A simulation preset can preserve the full consequences.

A hybrid preset can soften selected mechanics.

A casual preset can introduce stronger assists and more forgiving values.

Sliders can allow advanced users to adjust the experience even further.

That is not a lack of direction. It is a deep, flexible design philosophy.

A game does not become less authentic because it includes accessibility options. It becomes less authentic when the default systems lack depth and no option exists to restore it.

Make the Vision Clear and Stand Behind It

Ash Habib needs to make up his mind about Steel City Interactive’s relationship with its audience.

If SCI wants feedback, it should explain how that feedback will be collected, categorized, evaluated, tested, and implemented.

If Ash wants to return to his original foundation, he should clearly define that foundation.

If different audiences want different experiences, the studio should use presets, sliders, assists, customizable rules, and separate gameplay environments instead of forcing everyone into one compromised system.

If developers, executives, consultants, investors, publishers, or competitive players are influencing the direction, SCI should be transparent about who has final creative authority.

Fans do not need another cycle of broad promises, unclear terminology, selective listening, unexplained changes, and retrospective claims that the community pulled the game in too many directions.

Steel City Interactive should listen to fans.

It should listen to boxers and trainers.

It should study gameplay data.

It should test competing ideas.

It should provide meaningful options.

It should protect a realistic boxing foundation.

Most importantly, it should stop presenting player choice and creative direction as though one must destroy the other.

Options and sliders exist so different players can enjoy the same boxing game without forcing one audience’s preferences onto everyone else.

The community is not asking SCI to abandon its vision.

The community is asking SCI to define that vision, build it properly, provide real customization, and remain consistent enough to stand behind it.

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