Sunday, July 20, 2025

Why Isn’t Turki Alalshikh Involved with the Undisputed Boxing Game?



 Why Isn’t Turki Alalshikh Involved with the Undisputed Boxing Game?

An In-Depth Look at Missed Opportunities, Investment Potential, and Fan Frustration


 Introduction

Turki Alalshikh is a major figure in the boxing world, not just as a fan but as a power broker. As the Chairman of the Saudi General Entertainment Authority, he’s reshaped modern boxing with mega-events, crossover fights, and historic purses. So naturally, many boxing fans are asking:
“Why isn’t Turki involved with the Undisputed boxing game?”

Given his passion for boxing, access to top talent, and nearly unlimited financial resources, his absence from the game’s development or promotion raises serious questions. Could his involvement have transformed Undisputed into the definitive boxing sim?


 1. Funding Power Could Have Transformed the Project

Turki’s financial influence is undeniable:

  • He bankrolls massive events like Fury vs. Ngannou and Joshua vs. Usyk.

  • He funds entertainment and esports initiatives that aim to elevate global perception of Saudi Arabia.

If he had invested in Undisputed:

  • The game could’ve hired elite-level developers, AI engineers, and animation studios.

  • Full motion capture of legends (even retired ones) could’ve been done via estate rights and AI reconstruction tools.

  • Historic arenas, walkouts, and real fight commentary could’ve been implemented at launch, not promised as future updates.


 2. Why Was Turki Not Brought In? Or Did He Decline?

There are two possible scenarios here:

A. Steel City Interactive (SCI) never approached him.

If true, that reflects a lack of ambition or vision. Turki has a track record of funding culturally important projects. Not presenting a pitch to him may have been a strategic failure by SCI — especially when they were marketing the game as the “NBA 2K of Boxing.”

B. Turki was approached but didn’t like the direction.

This is more likely, especially if:

  • He saw the game leaning toward arcade mechanics.

  • He noticed the absence of key features (clinching, referees, true AI tendencies).

  • He perceived the game as not representing boxing authentically — something he fiercely defends in the real sport.

If SCI pitched a game that didn’t live up to the sport's depth and legacy, Turki may have pulled back. He wouldn’t put his name or funding behind something that feels like a "fighting game with boxing gloves" instead of a boxing simulation.


 3. The Missing Link: No Boxers, Trainers, or Historians in Key Roles

Turki surrounds himself with boxers, historians, and coaches for his events. Fans noticed that:

  • Undisputed lacked boxing insiders in development.

  • Features promised early on (like deep strategy, ring IQ, corner dynamics) have been delayed or downgraded.

Had Turki gotten involved, he likely would have demanded:

  • Real trainers are involved in punch logic and style-building.

  • Historians to curate authentic boxer tendencies and presentation.

  • An in-house boxing council, ensuring the game was a love letter to the sport, not a flashy fighter fest.


 4. Ali’s Exclusivity Deal Likely Didn’t Matter to Turki

Some speculate that Turki didn’t get involved because SCI has exclusive rights to Muhammad Ali until 2037. But fans forget — Turki doesn’t need Ali to make a historic boxing game. He has access to:

  • Tyson Fury, Anthony Joshua, Canelo, Usyk, and younger stars like Jared Anderson.

  • Legendary trainers, commentators, and venues across eras.

  • His own events, with high production value and cinematic walkouts.

He could’ve created an entirely new game — or backed another studio — without Ali and still built a more authentic boxing experience than Undisputed currently offers.


 5. Fans Are Losing Faith in SCI — Turki’s Absence Fuels That

SCI sold the dream of a sim boxing game, only to deliver an early-access product that leans heavily on arcade. As updates trickle in slowly and features feel stripped down, fans wonder:

"Would this have happened if Turki were involved?"

Many believe his:

  • High standards,

  • No-nonsense approach to quality,

  • And deep love for boxing
    would’ve forced SCI to stay aligned with realism and fan expectations.


🔚 Conclusion: A Missed Alliance That Could Still Happen?

Turki Alalshikh’s absence from Undisputed feels like a missed opportunity. Whether it was SCI’s failure to approach him properly or his own decision to avoid a game that lacked authentic boxing DNA, the result is the same:

Fans are left wondering what could’ve been.

But all hope isn’t lost. If SCI course-corrects, shows real commitment to sim realism, and puts boxing first, perhaps Turki could be convinced to invest, support, or even spearhead a new game project.

One thing is clear:
Boxing games need visionaries who care about the sport.
And Turki Alalshikh is exactly that.



If the Giants Stepped in the Ring: What a Boxing Game Would Look Like From the Top 10 Gaming Powerhouses




 1. 2K Sports / Visual ConceptsThe True Simulation Standard

 Philosophy:

Visual Concepts has dominated the sports simulation scene with NBA 2K, known for its realism, career storytelling, custom sliders, and deep player customization. If they built a boxing game, expect a simulation-first design ethos.

 Mechanics:

  • Dynamic Stamina & Movement System: Footwork and fatigue dynamically change punch output, slipping ability, and reaction times. Based on 2K’s stamina/turbo bars and attribute decay system.

  • Tendency System: Just like how each NBA player behaves according to real-life habits, boxers would have offensive/defensive styles, engagement rhythms, and punch preferences.

  • Ring Generalship AI: AI boxers would cut off the ring, trap you, or pivot away depending on their IQ and style settings (e.g., slickster, swarmer, stalker).

 Features:

  • MyBoxer Career Mode: Player rises from amateur to champion with:

    • Voice-acted cutscenes, rivalries, sparring, endorsements.

    • Branching path choices: accept shady promoter or stay loyal to the gym?

    • Legacy System: create a family of boxers or gym lineage.

  • The Gym (Online World Hub): Think The City in NBA 2K, but boxing-themed. Training, sparring, online tournaments, and gear shops.

  • Creation Suite: One of the most robust. Face scan, tattoos, signature punches, ring attire, coaches, and gym customization.

  • Fight IQ Slider Set: AI customization sliders for tendencies, risk tolerance, and adaptability.

 Weakness:

  • Heavy microtransaction push, particularly in Career/Online.

  • Potentially bloated UI and feature creep without meaningful gameplay changes.


 2. EA Sports (EA Vancouver)The Blockbuster Hybrid

 Philosophy:

EA Sports is known for polished, accessible titles that combine slick presentation with arcade-leaning gameplay and monetization layers (e.g., UFC 5, FIFA/FC, Madden).

 Mechanics:

  • Animation Priority System: Borrowing from Fight Night Champion and UFC, striking would be smooth, but it prioritizes visual fidelity over true input precision.

  • Knockout Physics Engine: Rag-doll knockouts return, but would likely lack real balance or weight-shifting mechanics unless built from scratch.

  • Flash KO Window: Based on momentum, not punch accuracy or setup — risky for realism.

 Features:

  • Legacy Mode Reboot: Includes an ESPN-style career documentary, training minigames, and classic boxers.

  • Ultimate Team Boxing: Loot-box model with boxer cards and attribute boosts.

  • Live Events Mode: Tie-ins with real boxing events for fantasy matchups.

  • Presentation: Best-in-class. Real licensed arenas, broadcast packages, commentary duos, and fighter intros.

 Weakness:

  • Gameplay is likely to be style over substance without an internal push for simulation.

  • Pay-to-win mechanics are baked into online content.

  • Focus groups over fighter input.


 3. Sony San Diego (MLB The Show)The Stat-Driven Sleeper Pick

 Philosophy:

A perfectionist studio that champions statistical realism, user agency, and legacy preservation. MLB The Show is a model of balance between old-school authenticity and modern engagement.

 Mechanics:

  • Sim-First Ring Control: AI uses angles, cuts distance with weight shifts, and pressures with purpose. Tied to boxers’ ratings, rhythm, and ring control stats.

  • Stamina, Body Work & Recovery System: Body punches reduce stamina, but also affect round-to-round recovery (like arm fatigue in pitching).

  • Training Load Management: Overtrain, and your boxer enters overtrained status, similar to fatigue tracking in MLB The Show’s franchise mode.

 Features:

  • Boxing Universe Mode: Manages multiple careers at once. Fighters age, decline, retire, and new talent emerges. Heavy emphasis on sim-style longevity.

  • Road to Glory: Player career with scouting, amateur tournaments, gym invites.

  • Authentic Roster Creation Tools: Boxer creator tools rivaling WWE 2K and NBA 2K.

 Weakness:

  • Not as flashy in marketing or cutscenes. Their games are loved more for what they do than how they look.

  • May not be given the budget by Sony unless there’s major demand.


 4. UbisoftThe Boxing RPG Hybrid

 Philosophy:

Ubisoft’s games revolve around open-world progression, modular upgrades, and player narrative immersion. Think Assassin’s Creed or The Crew 2, but boxing-focused.

 Mechanics:

  • XP-Based Boxer Progression: You level up punch speed, combos, reflexes, and traits like “Late Round Warrior” or “Glass Chin.”

  • Dialogue Trees & Choices: Pick rivalries, business paths, and trainers that shape your career.

  • Gear-Based Attribute Buffs: Gloves, wraps, and boots that influence gameplay.

 Features:

  • Open World Boxing RPG: Travel to gyms around the world (Brooklyn, Tokyo, Cuba, Manchester), accept side missions, underground fights, or licensed promotions.

  • Faction Alignment: Join different management factions (WBC-type vs independent fighters union) that affect matchmaking and training access.

  • Narrative Over Sim Depth: You fight for story impact, not sim stats.

 Weakness:

  • Not for sim purists. Focused more on RPG elements than boxing accuracy.

  • Ubi’s “bloat” design may result in undercooked mechanics or shallow AI.


 5. Rockstar GamesBoxing as Crime, Drama, and Survival

 Philosophy:

Narrative depth, slow-paced realism, world immersion. A Rockstar boxing game wouldn’t just be about boxing — it would be about the life of a boxer.

 Mechanics:

  • Realistic Pace: Every jab matters. Every clinch counts. Footwork is heavy, and breath is audible.

  • Emotional Systems: You fight angry, scared, and focused. AI reads tendencies.

  • Damage Carries Over: Scar tissue builds. Eye swelling worsens. Surgeries needed between fights.

 Features:

  • Story-Driven Career: Set in the 1950s or 1980s. Rags-to-riches tale where you deal with mob-run gyms, corrupt promoters, and fame vs loyalty.

  • Open World: Explore gyms, sparring, and social clubs. Take shady side gigs to fund training.

  • Press Conferences, Scandals, Legacy: Your choices off-screen affect title shots, fanbase, and fight difficulty.

 Weakness:

  • Combat may feel slow or too grounded for some fans.

  • Would likely not be released annually or even on a regular cycle. High cost and long dev time.


 6. CD Projekt RedThe Boxing RPG Epic

 Philosophy:

Ambitious RPGs that explore moral grey zones, customization, and choice-based storytelling. Think Cyberpunk 2077 with a boxing twist.

 Mechanics:

  • Dialogue-Tied Rivalries: Start psychological wars with other boxers. Sabotage or uplift.

  • Perk Trees: Power punches, defensive counters, ring generalship.

  • Trait Consequences: “Chinny” or “Arrogant” can lock or unlock career branches.

 Features:

  • World Map System: Visit trainers and promoters with specific philosophies. (e.g., Mexican school, Philly gym).

  • Cybernetic or Post-War Setting: This could involve boxing in a post-collapse world, with bare-knuckle tournaments or futuristic fight circuits.

  • Deep Lore: Flashbacks to childhood, legacy gym management, and ancestral champions.

 Weakness:

  • Not simulation-focused unless directed by boxing consultants.

  • Likely to go beyond realism unless clearly scoped.


 7. CapcomArcade King with Combo Precision

 Philosophy:

Responsive controls, combo strings, and fighting game logic. Could deliver a competitive arcade boxing experience that rewards fast reflexes and pattern memorization.

 Mechanics:

  • Meter System: Build super punches, clinch escapes, or dodges.

  • Parry Windows: Perfect input for slow-motion counterattack.

  • Frame Advantage & Hit Stun: Fighting game logic adapted to boxing.

 Features:

  • Fictional Roster: Iconic characters with over-the-top specials.

  • Local Multiplayer & Esports: Fast fights, ranked ladders, pro controller support.

  • Cartoon or Cell-Shaded Style: Anime-style visuals like Power Stone or Street Fighter Alpha.

 Weakness:

  • No realism or sim appeal. Completely stylized.


 8. Bandai NamcoAnime Meets the Ring

 Philosophy:

Strong in blending anime storytelling and kinetic fight systems (e.g., Dragon Ball FighterZ, Tekken, Hajime no Ippo games).

 Mechanics:

  • Cinematic Super Moves: Body shot finishers, slow-motion dodges.

  • Spirit Gauge: Momentum-based system that influences power punches.

  • Stance Swapping: Some boxers switch dynamically with flair.

 Features:

  • Hajime no Ippo Licensed Game: Could integrate full manga storyline, boss battles, iconic techniques.

  • Training Arc Mechanics: Mini-games to learn special techniques like Liver Blow or Dempsey Roll.

  • Story Campaign: Would rival an anime season in drama and presentation.

 Weakness:

  • More for anime fans and stylized fans than true boxing purists.


Final Summary Table

Studio Likely Style Best Strength Biggest Risk
2K Sports Realistic Sim Tendency depth, MyCareer Monetization
EA Sports Sim/Arcade Hybrid Visuals, presentation Pay-to-win, shallow sim
Sony San Diego Stat-based Sim Longevity, stat realism Less cinematic
Ubisoft RPG Hybrid Open world, story Lacks sim authenticity
Rockstar Gritty Narrative Immersive world, slow sim Not for casuals
CD Projekt RPG Sandbox Perks, lore, customization Not a sim
Capcom Fighting Game Tight input, competitive Unrealistic
Bandai Namco Anime Hybrid Presentation, flair Not sim-focused


Undisputed Could Still Be the Game Fans Were Promised—If Steel City Interactive Uses Today’s Technology and Hires the Right People




Undisputed Could Still Be the Game Fans Were Promised—If Steel City Interactive Uses Today’s Technology and Hires the Right People

Boxing fans didn’t ask for the impossible — they asked for a boxing simulation that accurately represents the sport, its greats, its mechanics, and its strategy. Steel City Interactive (SCI) promised realism. They marketed Undisputed as the NBA 2K of boxing, using buzzwords like “sim” and “authenticity” to attract the hardcore fanbase.

And now? Many of those features remain absent, delayed, or outright ignored. But here’s the truth:

Every major feature boxing fans want is absolutely possible with today’s technology. The only thing standing in the way is poor leadership, the wrong development team, and misaligned priorities.


 I. Technology in 2025 Can Easily Support Fan Expectations

Fan Feature Technologically Feasible? Engine/Tools to Use
Tendencies & AI Styles ✅ Yes Unity ML-Agents Toolkit / Unreal Behavior Trees & Blackboards
Clinching, Inside Fighting, Referee Logic ✅ Yes Unreal Engine 5 Motion Warping, Full Body IK (e.g., DragonIK), Root Motion
Ring Generalship / Footwork Battles ✅ Yes UE5 AnimGraph + NavMesh zones + Custom Footwork Controllers
Chained Body Punches ✅ Yes Blend Trees, Animation Montages, Timeline or Sequencer (Unity Timeline or UE5 Sequencer)
Realistic Knockdowns / Get-Ups ✅ Yes Chaos Physics + Input Timing Systems (UE5), Procedural Pose Matching
Commentary & Crowd Layers ✅ Yes FMOD / Wwise (Audio Middleware), Trigger Layering
Legacy Boxer Capture (Retired/Deceased) ✅ Yes DeepMotion, Dynamixyz, FaceWare, RADiCAL Motion AI, Reallusion Headshot, MetaHuman Animator
Creation Suite with Mod Support ✅ Yes Unity Editor Scripting / UE5 Editor Utility Widgets, Save-Load JSON, Steam Workshop APIs
Dynamic Career Ecosystem ✅ Yes ScriptableObjects (Unity), DataTables (UE5), Simulation Layers, Time-based Event Systems

 II. Reviving or Capturing Historic & Deceased Boxers (Ali, Louis, etc.)

Even if a boxer is no longer alive or can’t perform for mocap, SCI can still capture their style and likeness realistically using modern tools:

 Performance & Motion Tech:

  • DeepMotion – AI-powered markerless motion capture from video footage.

  • RADiCAL Motion – Converts 2D/3D video into motion data usable in Unity/UE5.

  • MetaHuman Animator (Epic Games) – Animates facial and body data from reference footage or still photos.

  • FaceWare / Dynamixyz – Facial capture systems from legacy footage.

  • Reallusion Headshot & Character Creator – Used to generate authentic 3D head models from historic images.

By analyzing old fight footage or high-quality images, SCI could recreate legendary fighters down to their mannerisms, stance shifts, and signature techniques, just like 2K did with Michael Jordan and Kobe Bryant.


 III. It’s Not the Tools — It’s the Team

The missing ingredient isn't technology — it's talent and intent.

 SCI Needs to Hire:

Role Why It’s Critical
Boxing Historians & Trainers To guide animations, AI logic, trait definitions, and realism
AI Engineers (ML/Behavior Trees) For adaptive boxing styles, ring IQ, simulation logic
Combat Animators To build fluid and reactive transitions between punches, blocks, and clinches
Gameplay Designers with Sports Sim Backgrounds To implement sliders, ratings, modifiers, fatigue curves, and career logic
Audio Designers with Middleware Experience To layer chants, commentary, and coach cues
Tools Programmers For UI systems like Creation Suite, Trait Sliders, or Tendency Editors

SCI’s hiring history shows too many former EA arcade-focused developers and too few 2K-style sim designers. That imbalance shows in the product.


 IV. What SCI Could Build Today (No Excuses)

System Description
Tendency-Based AI System Boxers fight like themselves using sliders (pressure, countering, feints, ring control) — powered by Unity ML-Agents or Unreal EQS/Blackboards
Dynamic Career Ecosystem Over 100 boxers per division, with rankings, fatigue, damage carryover, gym choices, retirement, comeback arcs
Boxer Trait Editor Sliders + dropdowns defining traits like “Dazzling Jab,” “Glass Body,” “Dangerous When Hurt”
Legacy Capture System Scan real fight footage and reconstruct dead boxers with AI-assisted animation tools
Creation Suite + Mod Sharing Templates for body types, stances, voice, ring walks, corner teams, and ability to download/share on console and PC
Real-Time Commentary Engine Commentary shifts depending on momentum, fatigue, corner instructions, or taunts

 V. What Other Games Already Do (SCI Should Learn From)

  • NBA 2K: Signature tendencies, player builder, deep career paths.

  • UFC 5: Real-time physics knockdowns, damage tracking, and style-based AI.

  • WWE 2K: Creation Suite, full character logic sliders, modding support.

  • Football Manager: Simulates thousands of fighters/staff across decades with evolving world states.

There’s no justifiable reason Undisputed can’t do the same, especially when it sold itself as “for the hardcore boxing fan.”


The Technology Exists. The Time is Now.

“Don’t let developers tell you it’s not possible. Everything fans want — from deep AI, legacy boxer preservation, clinching, creation tools, dynamic rankings, to realistic physics — is entirely doable in 2025. They just have to care enough to build it.”

If SCI refuses to:

  • Hire the right developers

  • Consult real boxers/trainers

  • Invest in tools already used across the industry

  • Build the vision that fans bought into...

Then they’re not a visionary sim company — they’re another pretender using the sport of boxing to sell a half-finished arcade fighter.



Acquiring Boxers from All Eras Shouldn’t Be a Challenge for Major Game Studios




Introduction: Boxing’s Rich History Is a Goldmine—Not a Barrier

When people say that licensing issues make it too difficult to build a great boxing game, they’re either misinformed or missing the bigger picture. The reality is that acquiring a diverse roster of boxers—past and present—shouldn’t be a major obstacle for a well-funded game company. Boxing is one of the richest sports in history in terms of talent, global reach, and iconic personalities. A publisher like 2K, EA, or even an ambitious newcomer with proper funding has the means and flexibility to secure a compelling lineup across all weight classes and eras.


1. Boxing Has a Massive Talent Pool Across Every Era

From the bare-knuckle pioneers to modern pay-per-view stars, the sport of boxing is loaded with recognizable and marketable names. No single fighter, promotion, or time period dominates the landscape. This means a developer could cherry-pick talent from:

  • Golden Era Legends: Joe Louis, Rocky Marciano, Sugar Ray Robinson, Archie Moore

  • Modern Icons: Mike Tyson, Oscar De La Hoya, Lennox Lewis, Roy Jones Jr., Floyd Mayweather

  • Today’s Stars: Canelo Álvarez, Tyson Fury, Naoya Inoue, Terence Crawford, Errol Spence Jr.

  • International Champions: Manny Pacquiao, Oleksandr Usyk, Vasyl Lomachenko, Julio César Chávez

  • Fan Favorites & Cult Heroes: Arturo Gatti, Prince Naseem Hamed, Fernando Vargas, Ricky Hatton

This variety means a game can be crafted around a well-balanced ecosystem, not a single name.


2. Most Boxers Aren’t Tied to Long-Term Exclusivity Deals

Contrary to belief, the majority of professional boxers, including many legends, are not locked into permanent licensing agreements. Even those that are often have estates or promotional companies that are willing to negotiate. Licensing individual boxers may take effort, but it’s not beyond the scope of a major publisher’s resources, especially when you consider that:

  • Promotions (Top Rank, PBC, Golden Boy, etc.) often control multiple fighters and can open doors quickly.

  • Many past boxers’ likeness rights are managed by families or estate managers who are open to commercial opportunities.

  • Current boxers are increasingly interested in cross-media exposure and long-term branding.

A studio with industry clout and funding can easily initiate and complete these agreements.


3. Major Publishers Have a Proven Track Record With Licensing

2K and EA have already shown their ability to secure massive rosters in other sports genres:

  • NBA 2K features historical rosters, All-Time teams, and likenesses going back decades.

  • WWE 2K includes hundreds of characters spanning multiple eras, promotions, and even fictional or posthumous portrayals.

  • Madden NFL and FIFA negotiate with leagues, unions, and retired player associations—far more complex ecosystems than boxing.

Boxing, while fragmented, is not as legally complex as global team sports. It’s about direct licensing or working with a few promotional partners, not an international governing body.


4. A Star Roster Is About Curation, Not Just Popularity

A great boxing game doesn’t need every boxer to be a global household name. It needs:

  • A curated selection of stylistically diverse fighters

  • Matchups that span eras and weight divisions

  • Boxers with unique looks, stories, and fighting styles

From slick counterpunchers to brawlers, from heavyweights to flyweights, a carefully chosen roster can reflect the full personality of the sport. Games like Fight Night Round 3 and Victorious Boxers proved that even with limited licensing, compelling rosters can still create incredible player experiences.


5. Community Tools Can Fill the Gaps

Even without every boxer under contract, modern creation suites allow for a thriving community to:

  • Recreate legends using custom tools and sliders

  • Build out full rosters of fictional or tribute fighters

  • Share and download edits across platforms

If a developer supports modding or user creations, the roster can grow beyond what’s officially licensed. It’s what kept games like WWE 2K and NBA 2K alive long after release.


6. Steel City Interactive Can’t Corner the Market

Steel City Interactive, despite selling over a million copies of Undisputed, is still a relatively small studio. They don’t have the resources to sign every legend, every modern star, or every rising prospect. If a company like 2K decided to enter the space, it could easily out-license SCI by offering:

  • Better royalties and visibility

  • Cross-promotional opportunities

  • A higher-quality platform and fanbase reach

The market is open. The history is deep. The time is right.


Conclusion: The Roster Is Out There—You Just Have to Build It

Acquiring a robust boxing roster isn’t an impossible dream—it’s just a matter of commitment. The sport’s legacy is long, its stars are plenty, and its fanbase is hungry for something real. Developers shouldn’t be scared off by licensing myths or the illusion that one name can gatekeep the genre.


If a company truly respects the sport and is willing to invest, the roster will come, era by era, star by star.

Saturday, July 19, 2025

“It’s Just a Game” Is the Most Disrespectful Thing You Can Say About a Realistic Boxing Video Game




Introduction: Why That Phrase Doesn’t Sit Right Anymore

When fans of boxing video games express disappointment or advocate for realism—authentic footwork, nuanced defensive systems, ring IQ, career progression, judges’ biases, regional stoppages, or style matchups—they’re often met with a dismissive phrase:

“Relax, it’s just a game.”

But in 2025, that excuse holds no weight. Here’s why that mindset is not only outdated—it’s insulting.


1. We Paid Like It Wasn’t “Just a Game”

  • $70+ Price Tag: Players aren’t dropping pocket change—they’re spending AAA game prices.

  • DLC & Microtransactions: Many titles promise content post-launch and charge additional for extra boxers, customization, or modes.

  • Time Investment: Fans pour dozens—even hundreds—of hours into mastering mechanics, building careers, and creating content.

If you’re expected to pay and engage like it’s a serious sports product, then you deserve a serious product.


2. "Just a Game" Ignores Boxing’s Cultural Weight

  • Boxing is a Real Sport With Real History: Legends like Ali, Frazier, Tyson, and Mayweather aren’t cartoon characters—they’re icons whose legacies deserve respect.

  • Fans Are Lifers: Many of the most passionate fans boxed themselves or grew up around the sport. To them, realism isn’t a bonus—it’s the foundation.

  • Boxing is not a Fighting Game: Reducing it to punch-spamming or parry-looping turns it into a button-masher instead of the chess match it actually is.

Telling someone who lives and breathes the sport that it’s “just a game” is like telling a historian that a WW2 game doesn’t need accuracy.


3. Realistic Games Inspire Real Outcomes

  • Fight Night Champion Inspired Careers: Ask today’s pros—many of them picked up gloves after playing a sim-style boxing game.

  • Esports & Coaching Potential: With proper systems, a realistic game could be used for tactical education and broadcasting analysis.

  • Cultural Revival: Just like NBA 2K rejuvenated streetball dreams, a true boxing sim could help revitalize interest in the sweet science among youth.

A proper boxing game is not just entertainment—it’s outreach, education, and exposure.


4. That Phrase Is a Cop-Out for Lazy Design

When developers don’t include proper clinching, stamina systems, judging logic, or realistic movement, it’s not a matter of "scope"—it's often a matter of priority.

  • Fans Are Not Asking for Everything at Once—they're asking for the foundation to be solid and representative of real boxing.

  • “It’s just a game” becomes a shield when fans point out corner-cutting, missing modes, or unrealistic balance decisions that dilute boxing’s essence.

 Saying “it’s just a game” is a blanket excuse to justify mediocrity.


5. Realism Doesn’t Mean No Fun—It Means Depth

  • NBA 2K, MLB The Show, F1, and FIFA prove that fans want depth, customization, and realism with fun.

  • Boxing Deserves the Same Respect. It’s not less of a sport because it’s one-on-one. In fact, that makes it even more demanding of nuance.

 A well-made simulation can be fun and faithful. Saying otherwise is lazy thinking.


6. Hardcore Fans Built the Hype

  • Fans who wanted realism helped sell over a million copies of recent boxing games in their first week.

  • They wrote the blog posts. Created the wishlists. Shared trailers. Sold the dream.

  • To dismiss those same fans now? Disrespectful.


Conclusion: It’s More Than a Game—It’s the Sport Digitized

If you’re asking people to:

  • Pay like it’s serious,

  • Wait 5+ years like it’s meaningful,

  • Buy into season passes and roadmaps,

  • And engage with the legacy of the sport...

...then don’t minimize their standards by saying “it’s just a game.”

Because of real boxing fans—it’s not just a game. It’s boxing.

The Ali Illusion: Why EA’s Decision Not to Enter Boxing Isn’t About Exclusivity

 




The Legend and the License

When Steel City Interactive (SCI) announced its extended partnership to keep Muhammad Ali exclusive to the Undisputed boxing game franchise through 2037, the news made waves across the boxing and gaming communities. It was positioned as a power move, a bold declaration that SCI had secured one of the most iconic figures in sports history. Some fans and analysts even began speculating that Ali’s exclusivity may have played a role in Electronic Arts (EA) deciding not to revive their dormant Fight Night series. But was Ali truly the determining factor?

This article argues the opposite. While Ali is undoubtedly the most globally recognized name in boxing, his presence—or absence—does not single-handedly dictate the fate of an entire genre or company’s participation in it. The real conversation lies in gameplay mechanics, innovation, content depth, and business strategy.


1. The Misunderstood Role of Licensing in Gaming

Let’s start with a hard truth: iconic names don’t drive long-term sales alone. In the world of sports gaming, a famous license may create buzz, but sustained player engagement depends on realism, gameplay depth, and content innovation. EA Sports UFC proved this. Despite not having legends like Muhammad Ali or Mike Tyson, it sold millions and continues to generate consistent interest with strong gameplay systems and esports-level balance.

Yes, EA once featured Ali in Fight Night Champion (2011), and even in EA Sports UFC 2 as a novelty, but these inclusions didn’t revolutionize sales. They were Easter eggs, not core draws. Having Ali is a privilege, but believing his exclusivity alone could block EA's path forward is a massive overestimation of marketing power and a misunderstanding of industry economics.


2. If Ali Was the Roadblock, Why Did EA Wait Until After Undisputed Sold a Million Copies?

SCI’s Undisputed sold over one million copies in its early access window. That milestone made headlines. It proved that boxing—done realistically—still has a strong market. If Ali’s exclusivity was truly the keystone that dissuaded EA from re-entering the genre, then EA would’ve shut down talks long ago, not after SCI's commercial success.

What really happened? EA watched. Silently. They assessed the market. They studied Undisputed's numbers, retention rates, content schedule, and player feedback. When Undisputed succeeded in its niche, EA likely evaluated whether it was worth entering a genre already occupied by a dedicated team. Their decision was business-driven, not name-driven.


3. Realism Is the Real King, Not Celebrity

Ali’s name brings prestige, no question. But no gamer buys a boxing sim to see a statue. They want to box. What makes a boxing game last is realism—refined footwork, punch mechanics, stamina systems, AI depth, damage models, and immersive modes like career, tournament, or online leagues.

If EA were to re-enter the boxing space, they’d need more than a few legendary names—they’d need a complete overhaul of Fight Night’s gameplay structure. That means rebuilding physics engines, overhauling punch collision detection, reworking blocking systems, and adding layers of tactical AI. They know this. And they also know SCI now owns the mindshare of players craving simulation boxing, not arcade brawling.


4. Ali Doesn’t Represent the Casual Draw Some Think He Does

There’s another myth that must be addressed: “Ali sells games to casual fans.”

This assumption falls apart under scrutiny.

Casual fans are not deeply invested in historic legacy; they’re drawn by social proof (what’s trending), visual fidelity, and gameplay fun. They want Fortnite responsiveness, 2K-style modes, and a drip-feed of content that keeps them returning. A 20-year-old gamer who casually follows boxing might not even know Ali’s legacy beyond a YouTube highlight or school lesson.

Even hardcore fans want more than the likeness—they want Ali to fight like Ali. That means a system that replicates his footwork, rope-a-dope tactics, unorthodox rhythm, showboating style, and psychological warfare. That requires far more than a license—it requires mechanical innovation and AI depth.

And that’s where most games, even the ones with licenses, fail.


5. EA’s True Barrier: Investment vs. Innovation Risk

Let’s also look at EA’s track record.

They’ve shelved boxing for over a decade, not because of a lack of names, but because of risk vs reward. Boxing games aren’t FIFA or Madden in terms of financial return. They lack annual licensing deals, consistent esports revenue, and a globalized player base large enough to justify blockbuster budgets.

Reviving Fight Night would mean:

  • Rebuilding a development pipeline

  • Risking poor comparisons to UFC or 2K

  • Facing comparison to Undisputed—the new "simulation darling"

  • Navigating fragmented licensing for modern boxers

EA is a publicly traded company. They don't operate on passion—they operate on projections.


6. Undisputed’s Mechanics and Modes Are the Real Competitive Threat

Undisputed is far from perfect. Fans have rightfully critiqued its early access bugs, missing features, and confusing development communication. But its commitment to realism—movement systems, stamina management, defensive mechanics, and unique boxer traits—puts it lightyears ahead of any arcade experience.

The deeper threat to EA isn’t Ali—it’s a growing community craving realism, not spectacle.

SCI has something EA has long neglected: authenticity as a design pillar. The hardcore fans have rallied around Undisputed not because it has Ali, but because it respects the sport.


7. What Really Pushes EA to Return (or Stay Away)

EA’s return depends on:

  • Sales numbers from Undisputed (and future projections)

  • Demand trends (Steam player counts, online community health)

  • Console ecosystem evolution (PS5/Series X integration)

  • AI tech/motion-capture advancements

  • Availability of next-gen development tools

  • Internal studio capacity post-UFC/FIFA cycles

If SCI ever missteps—alienates players, fails to innovate, or stagnates—EA might see an opening. Until then, Ali’s exclusivity is more symbolic than strategic.


Conclusion: Ali Is the Crown, But the Throne Is Realism

Muhammad Ali being exclusive to SCI through 2037 is a proud milestone. It shows trust from the Ali estate and legitimacy for Undisputed’s growing franchise. But it is not—nor has it ever been—the reason EA stayed away.

The true reason is systemic. It’s about mechanics, innovation, and market viability. If anything, EA’s silence after Undisputed’s million-selling success says more about their caution than their competition.

Ali is the king of the sport. But the king of simulation boxing will always be the game that respects how boxing is fought, not just who fought it.


Final Note to Fans and Developers Alike

Let’s not overestimate names or underestimate gameplay.

It’s not about who you have—it’s about how they fight.

And for now, Undisputed holds that ring.

Friday, July 18, 2025

SCI's Community Creation Shutdown and Potential Strategy Behind Undisputed

 



1. The Community Creations Shutdown – What Was Said

Quote from Community Moderator "SCI Mink King":
"Community creations are more than likely a no-go. That would require a lot of work that would take away from the main objective right now."

Interpretation:

This statement implies that SCI is deprioritizing Community Creation tools to focus on another "main objective," which fans speculate could be:

  • Preparing a full version 1.0 release of Undisputed

  • Shifting resources toward Undisputed 2, allegedly being built in Unreal Engine


2. Timeline vs. Execution: 5+ Years of Development

Time in Development Engine Community Creation Progress
~5+ years Unity Nearly non-existent or shelved

Does This Seem Reasonable?

No, not for a modern sports sim.
In that timeframe, and with Unity as the engine (which has strong modding/community creation support), we should reasonably expect:

  • A working boxer creation tool

  • At least basic sharing or local import/export

  • A modding roadmap or SDK preview

Instead, we're hearing that it’s "too much work", despite it being part of the original roadmap. This raises questions about:

  • Development planning

  • Resource allocation

  • Transparency with fans and backers


3. Why Community Creations Matter in Boxing Games

Feature Impact
Boxer Creation + Sharing Keeps game alive after launch, gives players identity + expression
Modding Tools Extends game lifespan, allows realism lovers to contribute
Community Fighters & Rings Adds depth, historic rosters, and fantasy matchups
YouTube/Twitch Exposure Drives content creation and visibility

Case Studies:

  • Fight Night Champion: Still has a modding and creative player base 10+ years later

  • WWE 2K Series: One of the most active creation suites in sports games

  • Skater XL / NBA 2K / UFC 4: Player-created content fills gaps left by developers

Without it, Undisputed risks being a one-and-done game, unable to sustain itself through its community.


4. Is SCI Holding Back for Undisputed 2?

Evidence Implication
Engine shift to Unreal is rumored SCI may be starting fresh, abandoning the current Unity codebase
Core features like career, boxer sharing, referees, and clinch depth are missing Fans suspect these are withheld intentionally
Lack of full transparency or an updated roadmap Indicates strategic containment of features
Vague replies like “it’s a lot of work” Possibly a PR strategy to softly phase out the Unity version

Conclusion:

It appears likely that SCI is doing just enough to finish Undisputed 1, possibly for contractual reasons (publisher, licensing), while setting the stage for Undisputed 2 in Unreal Engine, where they can promise a "fresh start."

This is a risk-averse approach that burns goodwill, especially among early supporters who believed in the original vision.


5. Fallout From This Strategy

Result Effect
Fan Exodus Hardcore fans leaving, YouTubers abandoning content
Distrust of Roadmaps Promises from SCI are seen as unreliable
Accusations of “Cash Grab” Some feel Undisputed was a placeholder for future monetization
Lost Potential for Community Growth Missed opportunity to foster a healthy ecosystem

6. Recommendation to SCI (If They’re Listening)

  • Reinstate at least basic Community Creation functions

  • Release a dev blog explaining technical and strategic choices

  • Clarify the future: Is this the end of Undisputed 1? Is Undisputed 2 a reboot?

  • Offer modding tools or limited editor tools to fans

  • Start rebuilding trust — or risk long-term brand damage



For a game built on promises of realism, transparency, and community engagement, Undisputed now feels guarded, unfinished, and directionless to many. The removal (or sidelining) of Community Creations—after 5 years of development and roadmap promises—makes it difficult to argue SCI isn’t holding back for a sequel.

Boxing games die when they shut out the community. The only way to keep this sport’s digital presence alive is to let the community shape it — together.

If you'd like, I can help draft a community call-to-action, a blog post breakdown of this timeline, or a comparison to how creation suites revived other games.



a detailed comparison of how Creation Suites and Community Content Tools revived or sustained other games, vs. what’s happening with Undisputed — structured by:

  • Game Title

  • Tools Provided

  • Impact on Longevity, Playerbase, and Community

  • Lessons for Steel City Interactive (SCI)


WWE 2K Series

Engine: Unreal Engine
Creation Suite: Wrestlers, Arenas, Entrances, Movesets, Storylines, Logos

 Tools Provided:

  • Advanced character creator with face morphing, attire layering

  • Upload/download server with keyword search

  • Custom arena + lighting, ring, announcer setup

  • Story creator in earlier entries

  • Community Universe Mode + simulation-based leagues

 Impact:

  • Saved the franchise from collapse (post-2K20 disaster)

  • YouTube content boomed via the CAW (Create-A-Wrestler) series

  • Fictitious leagues and federations took over Twitch/YouTube

  • Thousands of real/historic wrestlers recreated by fans

  • Turned casual players into long-term creators

 Lessons for SCI:

Even if your roster is limited, a powerful creation tool fills in the blanks and drives daily user engagement.


Skater XL & Session: Skate Sim

Engine: Unity
Creation Suite: Characters, clothing, full mod support, user maps

 Tools Provided:

  • Steam Workshop integration

  • External mod support (Clothes, shoes, animations)

  • Map Editor + imported real-life skateparks

 Impact:

  • Skyrocketed in popularity after dry content release

  • Fans created entire map libraries + historical locations

  • Skater XL became the modder's skateboarding game of choice

  • Even real-life pro skaters appeared via mods

 Lessons for SCI:

Skater XL launched with barebones content but gave the community power. Fans turned a niche sim into a skateboarding platform.


UFC 4 (EA Sports)

Engine: EA Ignite
Creation Suite: Limited, but boxer-style CAWs and online sharing exist

 Tools Provided:

  • Limited character creation

  • Fighters downloadable via online sharing

  • Style customization: stances, movesets

 Impact:

  • Despite weak creation tools, users flooded the servers with boxers not in-game (Ali, Tyson, Mayweather)

  • Filled the void left by no boxing game

  • Helped bridge the fans of both MMA and boxing

 Lessons for SCI:

Even a limited CAW system can be leveraged by fans to simulate the roster you couldn’t license. You don’t need to do it all yourself.


Fight Night Champion (via Mods / RPCS3)

Engine: Proprietary (PS3/X360)
Creation Suite: Boxer creation, no official online sharing

 Tools Provided:

  • Full boxer editor

  • Unofficial mods via emulation

  • Attribute + appearance customization

 Impact:

  • Fans STILL mod this game 13+ years later

  • Created legend vs. legend matchups (Ali vs. Tyson Fury)

  • Keeps the boxing community alive in absence of new titles

 Lessons for SCI:

Even old-gen games survive if fans can shape the game themselves. A PC-friendly boxer creator with export/import is enough.


NBA 2K Series

Engine: Proprietary (2K)
Creation Suite: Player, team, court, jersey, even full custom leagues

 Tools Provided:

  • Hyper-detailed MyPlayer system

  • MyLeague with full team editing

  • Shareable MyTeam cards, sliders, draft classes

 Impact:

  • Created a sandbox sports ecosystem

  • Mods and sliders allowed realistic or fantasy leagues

  • Community-created draft classes filled in 20+ years of NBA history

  • Realistic roster edits and historic teams gave the game simulation depth

 Lessons for SCI:

A creation suite can drive multiple player archetypes — competitive, sim, historic, fantasy. That’s how you satisfy multiple demographics in one game.


Undisputed (SCI)

Engine: Unity
Creation Suite: Roadmapped, not implemented, now deprioritized

 What’s Missing:

  • No community upload/download hub

  • No mod support, even with Unity's open nature

  • No boxer sharing system (local or online)

  • No official support for historic fighter recreation

  • No creative input from fans on rings, referees, trunks, or venues

 Current Impact:

  • Hardcore fans leaving in waves

  • YouTube creation-based content is drying up

  • Game perceived as a closed box vs. a sports platform

  • Players feel bait-and-switched by roadmap promises


Summary Comparison Table

Game TitleCreation Suite SupportImpact on LongevityEngine
WWE 2K🟢 FullExtended lifespan, top YT CAWUnreal
Skater XL🟢 Modding + Creator ToolsRescued the game from being emptyUnity
UFC 4🟡 BasicBoxer mods filled the voidEA Ignite
Fight Night Champion🟡 Modded + Create BoxerKeeps the game alive via RPCS3Proprietary
NBA 2K🟢 DeepFranchise-defining featureProprietary
Undisputed🔴 None (Roadmap failure)Fan base erosionUnity

 Final Takeaways for SCI:

  1. Creation tools are not optional in a boxing game — they are essential infrastructure.

  2. Without real-time sharing, the roster will never be enough.

  3. Community creations prolong life, create viral moments, and build loyalty.

  4. Fans will forgive bugs, but they won’t forgive broken promises.

  5. Your Unity version could’ve been a community modding sandbox. Now it feels like a timed placeholder.

Building a Realistic Boxing Game Without Big Names: How to Win Fans and Fighters Through Authenticity

 To develop a realistic boxing video game without the funding for licensed boxers—yet still attract major boxers and hardcore boxing fans—a company needs to build trust, showcase authenticity, and deliver mechanics that resonate with the sport’s culture. Below is a detailed strategic breakdown of how this can be done.


 I. FOUNDATIONAL STRATEGY: AUTHENTICITY OVER LICENSES

Positioning Statement:

“We didn’t start with names. We started with boxing itself.”

This mission statement appeals to hardcore fans and boxers who care more about the sport being respected than about face value recognition.


 II. CORE DEVELOPMENT STRATEGIES

1. Build Gameplay Depth First — “Simulation First” Approach

  • Create punch mechanics that factor in:

    • Punch speed, angle, timing, weight transfer, fatigue, and foot positioning.

  • Design stamina, defense, movement, and recovery systems to mirror real-life principles.

  • Use non-licensed placeholder boxers who embody real-world archetypes (e.g., slick counterpuncher, relentless pressure fighter, switch-hitter).

 Inspiration: Boxer's Road 2 (PSP) had no licensed boxers but earned respect for its mechanics.


2. Hire or Consult Real Boxers, Trainers, and Historians

  • Partner with:

    • Retired champions

    • Top amateur coaches

    • Boxing analysts or journalists

  • Have them advise on gameplay, animations, tendencies, and rules.

  • Even unlicensed advisory names lend credibility ("Advisor: X world champion" or "Coach to Olympians").

 Low cost, high authenticity boost.


3. Use Fictional Boxers Based on Real Styles

  • Create fictional characters based on real boxer archetypes:

    • A Cuban southpaw technician

    • A Mexican volume puncher

    • A Detroit Kronk gym heavy hitter

  • Include:

    • Signature traits and tendencies

    • Realistic records and rivalries

    • Backstories influenced by real boxing culture

 Result: Boxing fans will recognize the styles and story references even without names.


4. Focus on Community Customization Tools

  • Let the community create their favorite boxers, with:

    • Advanced boxer creator (appearance, stats, tendencies)

    • Shareable templates (e.g., "Ali" or "Chávez" styled boxers)

  • Support modding, so fans can legally skin characters for personal use.

 This mirrors what the Fight Night Champion community did for years.


5. Develop a Strong AI and Tendency System

  • Simulate:

    • Boxer habits (e.g., overhand counters when tired)

    • In-ring adaptability

    • Psychological momentum

  • Promote this as your USP (Unique Selling Point): “Our AI fights like real boxers, not arcade characters.

 Hardcore boxing fans care deeply about boxer behavior and ring IQ.


 III. BUILDING HYPE AND COMMUNITY INTEREST

1. Release Developer Diaries & Transparency Videos

  • Show:

    • The research behind animations

    • Interviews with boxers/trainers

    • Raw footage of the AI development process

 Build hype and respect through transparency.


2. Run Polls and Surveys with Boxing Fans

  • Ask fans:

    • What mechanics they value

    • Who their favorite boxer styles are

    • Which punches or moves are underrepresented in games

  • Use this data to inform dev decisions and make fans feel invested.


3. Offer a “Pro Boxer Beta Access” Program

  • Invite:

    • Amateur standouts

    • Young pros

    • Gym coaches

  • Let them play early builds and give feedback. Film reactions.

  • Bonus: Some may promote it organically.


4. Host a Sim League Using Created Boxers

  • Launch a fictional sim tournament:

    • Commentary

    • AI-driven matches

    • Community voting on strategies

  • Build narrative drama, like a Netflix-style sports docuseries.


 IV. HOW TO ATTRACT NAMED BOXERS OVER TIME

1. Create a Game So Authentic They Want In

  • Boxers and trainers don’t want to be part of a joke.

  • If your game becomes a respected simulation, you won’t need to chase names—they’ll come to you.

Example: Undisputed got hundreds of licenses AFTER they demoed a promising prototype.


2. Offer Back-End Deals Instead of Upfront Cash

  • Pitch to fighters or their management:

    • Revenue share for character usage

    • Sponsorship inside the game (gear, shorts, gym banners)

    • Coach/trainer brand placement


3. Partner with Boxing Gyms and Promotions

  • Build visibility by:

    • Including real gym designs (e.g., Gleason’s, Wild Card)

    • Featuring gym names/logos

    • Creating challenge modes based on sparring stories


4. Use the Game to Promote Underrated Prospects

  • Offer rising prospects in lower-tier promotions a spot as a featured in-game “guest” fighter.

  • In exchange, they promote the game on social.


 V. LONG-TERM PAYOFF

If done right, the roadmap could look like:

Phase Milestone Outcome
Pre-Alpha Solid mechanics, no licenses Hardcore fans intrigued
Alpha Community feedback + Boxer AI showcased Word of mouth grows
Beta Rising fighters appear + the sim league begins Trainers & gyms endorse
Launch Custom boxer tools + refined gameplay Viral buzz + mod community
Post-Launch High-profile boxers join Full licensing ecosystem is possible

 Summary

You don’t need Floyd Mayweather or Tyson Fury to make a respected boxing game. You need:

  1. Authentic mechanics that represent boxing truthfully

  2. Community-driven engagement tools

  3. AI and tendency systems that replicate the sweet science

  4. A culture of respect for boxers, their styles, and their journey

  5. Grassroots partnerships with the real boxing world

If you get the sport right, the sport will get behind you.



An Open Letter to Turki Alalshikh: Build a Boxing Video Game That Honors the Sport

 



بالطبع، إليك النسخة العربية من الرسالة المفتوحة إلى تركي آل الشيخ:


 **رسالة مفتوحة إلى معالي المستشار تركي آل الشيخ:

ابنِ لعبة فيديو تمثل الملاكمة بصدق واحترام**

معالي المستشار تركي آل الشيخ،

لقد أصبحتَ اليوم واحدًا من أكثر الشخصيات تأثيرًا في عالم الرياضات القتالية. رؤيتك غيرت ملامح الملاكمة، وفتحت أبوابًا جديدة للعالم العربي والعالم أجمع. ولكن الآن، عيون جماهير الملاكمة تتجه إليك بسؤال جديد:

هل ستمثل رياضة الملاكمة بصدق في ألعاب الفيديو؟ أم ستُكرر الأخطاء التي أفسدت صورتها من قبل؟


مخاوفنا: لا نريد لعبة آركيد أخرى متنكرة بزي الملاكمة

عندما انتشرت أخبار تعاونك مع تاكاشي نيشياما—مبتكر سلسلة ستريت فايتر—تفاجأ الكثيرون من جماهير الملاكمة. ليس لأننا لا نحترم إنجازاته، بل لأن إرثه في ألعاب القتال الآركيدية الخيالية لا يتماشى مع واقعية الملاكمة التي نحبها.

الجماهير بدأت تتساءل:

  • هل سنرى ضربات خارقة تُطيّر الخصم في الهواء؟

  • هل ستُستبدل التكتيكات الواقعية بسلاسل ضربات كومبو؟

  • هل سيتحول محمد علي وتايسون إلى شخصيات كرتونية؟

إذا كان الأمر كذلك، فهذا يتعارض تمامًا مع كل ما تدافع عنه في الملاكمة الواقعية.


لديك الفرصة لتغيير المسار... فلا تُهدرها

لعبة Undisputed كانت تحمل آمال الملاكمين والجماهير. باعت أكثر من مليون نسخة سريعًا، لكنها لم تقدم ما وُعِد به. حتى الملاكمين الذين ظهروا في مقاطع الترويج، بدت الحماسة على وجوههم مصطنعة. واللعبة أصبحت هجينة بين القتال والملاكمة، بلا روح.

هنا تأتي فرصتك الذهبية، لكن بشرط: أن تُبنى على أسس صحيحة.


نريد "فريق أحلام" يُجسّد الملاكمة بحق، لا تجربة هجينة

إذا كنت تنوي أن تقود المشروع الكبير القادم لألعاب الملاكمة، نرجو منك أن تُراعي التالي:

من يجب أن يكون في الفريق:

  • مؤرخو الملاكمة — ليضمنوا دقة كل ضربة وتفصيل.

  • ملاكمون محترفون وهواة — لاختبار الواقعية والملاحظات.

  • مدربون ومحللون — لوضع استراتيجيات وتكتيكات حقيقية.

  • خبراء الذكاء الاصطناعي — لتطوير خصوم يتعلمون ويتأقلمون.

  • مطورو ألعاب محاكاة رياضية — ممن عملوا على FIFA، NBA 2K، وغيرها.

  • فِرق موشن كابتشر فاهمة للملاكمة — لا ممثلين ألعاب قتال.

ما يجب تجنبه:

  • ضربات خارقة ومقاييس طاقة خيالية.

  • أنظمة قتال مكررة لكل المقاتلين.

  • تأثيرات بصرية مبالغ بها تُشوّه الواقعية.

  • قواعد "لعبة قتال" بواجهة ملاكمة.


كُن صادقًا مع رسالتك

أنت قلتها بنفسك: الملاكمة تستحق الاحترام.
وهذا الاحترام يجب أن يمتد إلى كيفية تمثيلها في ألعاب الفيديو.

نريد:

  • إدارة واقعية للتعب واللياقة.

  • حركة قدم تُغير مجرى النزال.

  • ملاكمين بأساليب مختلفة كليًا.

  • نظام حقيقي للتكتيك والارتجال.

ولا نريد:

  • "ستريت فايتر" بأسماء ملاكمين.


إذا كنت تحب الملاكمة بحق... فأظهر ذلك في كل منصة

معالي المستشار،
الجماهير تثق في رؤيتك وحبك للملاكمة. ولكن الآن، عليك أن تُثبت ذلك في عالم الألعاب أيضًا. لديك القوة، الدعم، والموارد لبناء أعظم لعبة ملاكمة واقعية على الإطلاق.

لا تُهدر الفرصة.
لا تُكرر أخطاء المطورين الآخرين.
ولا تخذل جماهير الملاكمة المتعطشة للواقعية.

سنقف معك.
سندعمك.
لكن فقط إذا مثلت اللعبة ملاكمتنا كما نعرفها ونحبها.

مع خالص الاحترام،
عشاق الملاكمة، المؤرخون، اللاعبون، والمجتمع الذي يبحث عن تمثيل واقعي لرياضته.



An Open Letter to Turki Alalshikh: Build a Boxing Video Game That Honors the Sport

Dear Turki Alalshikh,

You have become one of the most powerful figures in combat sports—a visionary who has reshaped boxing’s global presence. From promoting mega fights to introducing new audiences to the sport, your commitment is undeniable. But now, the boxing community is turning to you with a new question:

Will you represent boxing authentically in video games, or will you let it be misrepresented again?

 Our Concern: We Don’t Want Another Arcade Game Wearing Boxing Gloves

When the news broke about your collaboration with Takashi Nishiyama—the legendary creator of Street Fighter—many fans paused. It was unexpected. Not because we don’t respect his work in gaming, but because his legacy is in arcade-style fighting, not the technical depth and realism that defines the sweet science.

The fear is growing:

  • Are we getting flashy knockouts with superhero windups?

  • Will fighters be defined by combo strings and fireball-like punches?

  • Will realism be thrown out for spectacle?

If that’s the case, it contradicts everything you say about boxing.

You’ve publicly criticized “Tom & Jerry” cartoonish boxing. You emphasize real grit, strategy, timing, and respect for the craft. But how can that be reflected in a game that plays like a tournament fighter and not like a real bout?


 You Have a Unique Opportunity — Please Don’t Waste It

Boxing fans around the world wanted Undisputed to succeed. It sold over a million copies quickly. But now, even boxers themselves seem disinterested. Their enthusiasm feels forced in interviews. Hardcore fans notice the gameplay lacks soul. It's more “arcade hybrid” than true boxing simulation. And that gap still hasn’t been filled.

You can fill that void. But only with the right team.


 We Need a “Super Team” — Not a Crossover Experiment

If you are going to lead the next great boxing video game project, we ask that you do it right:

Who to Hire:

  • Boxing historians – to guide authenticity in movesets and eras.

  • Pro/amateur boxers – to review gameplay and realism in mechanics.

  • Trainers and analysts – to help implement strategy, rhythm, and footwork.

  • AI experts – to create fighters who adapt, react, and fight like the real thing.

  • Sim-sports developers – people with backgrounds in FIFA, NBA 2K, MLB The Show, or Fight Night.

  • Mo-cap teams with ring experience, not traditional fighting game actors.

What to Avoid:

  • Special move gauges.

  • Fantasy mechanics or "ultimate" combos.

  • Shared animations between all boxers.

  • Fighting game tropes disguised as boxing systems.


 Represent What You Preach

You’ve said before: boxing deserves respect. And you’re right.

That respect must extend to how it’s portrayed in gaming. Don’t support another flashy, style-over-substance product that gets boxing wrong.

We want real stamina management.
We want strategic movement.
We want footwork that changes outcomes.
We want each boxer to feel and fight differently.

We don’t want Street Fighter in boxing gloves.


 If You Love Boxing, Then Show It in Every Medium

Turki, fans trust your commitment to real boxing. But this is the time to prove it in the gaming space, too. You have the money, the reach, the voice—and now, perhaps, the intention. But intentions aren’t enough without the right foundation.

Don’t let another developer misrepresent our sport.
Don’t confuse spectacle with simulation.
Don’t let boxing fans down.

It’s time to assemble a team of real boxing minds and build the most authentic, legacy-defining boxing simulation the world has ever seen.

We’ll support it. We’ll champion it.
But only if it represents boxing as it deserves to be seen.

Sincerely,
Boxing fans, historians, gamers, and athletes who want more than just another fighting game.

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