THE BOXING VIDEOGAME BLUEPRINT/WISHLIST BLOG | INDUSTRY EDITORIAL
Should Casual Fans, Competitive Gamers, and Content Creators Have a Say in a Boxer's Ratings, Attributes, Tendencies, and Traits?
Who should determine how a professional boxer is represented in a videogame? The entire gaming community, or people who genuinely understand the sport of boxing?
There is a troubling question that boxing videogame developers need to answer:
Why would a company developing a supposedly realistic boxing simulation ask the general gaming community to determine the abilities, attributes, tendencies, traits, and characteristics of professional boxers?
Think about that for a moment.
We're talking about professional athletes who have spent years, sometimes decades, developing their skills, refining their techniques, mastering their craft, and competing against other trained professionals.
Yet someone who has never stepped inside a boxing gym, never studied a boxer's habits, never trained another boxer, or barely watches the sport could potentially influence how those athletes are represented in a videogame.
Does that make sense?
I don't believe it does.
And before anyone misinterprets my argument, I'm not saying casual fans, competitive players, content creators, or everyday gamers shouldn't have opinions.
They absolutely should.
However, having an opinion about how a boxer performs in a videogame is not the same as being qualified to evaluate how that boxer actually performs in the ring.
These are two completely different responsibilities.
And developers need to stop confusing community participation with professional evaluation.
1. A Boxer's Ratings Should Represent Boxing, Not Popularity
Let's establish something important.
A boxer's attributes should not be determined by how popular that boxer is, how many followers they have, how many videogame players enjoy using them, or how frequently content creators select them.
A boxer's abilities should be grounded in the actual boxer.
Consider the following:
Does the boxer possess exceptional hand speed, or simply excellent anticipation and timing?
Does the boxer generate genuine one-punch knockout power, or accumulate damage through accuracy, combinations, and sustained pressure?
Is the boxer an effective defensive technician, or does their defense depend heavily on movement and distance?
Does the boxer possess outstanding stamina, or are they exceptionally skilled at conserving energy?
Is the boxer a natural counterpuncher, or do they occasionally counter effectively?
Does the boxer adapt strategically during a bout, or repeatedly rely on familiar approaches?
These questions require boxing knowledge, observation, and analysis.
They cannot be answered accurately by conducting a popularity poll.
Imagine asking 10,000 gamers to rate a fighter's defensive intelligence.
How many understand the differences between slipping, rolling, parrying, catching, blocking, pulling, pivoting, and controlling distance?
How many can recognize when a fighter deliberately gives ground to create a counterpunching opportunity?
And how many confuse spectacular head movement with excellent overall defense?
A large voting sample doesn't automatically produce an accurate assessment.
Ten thousand uninformed opinions do not become professional expertise simply because they are combined.
That doesn't mean the public is always wrong. It means the accuracy of a technical assessment depends on the quality of the evidence and the knowledge used to interpret it.
2. Competitive Gamers Have a Different Set of Priorities
Competitive videogame players often approach boxing games differently from people seeking realistic simulations.
Their concerns frequently involve:
Competitive balance and matchup fairness.
Which characters are strongest or weakest.
Online rankings and tournament viability.
Exploitable attributes, tactics, and animations.
Responsiveness and consistency of game mechanics.
Whether certain fighters have competitive advantages.
These are legitimate concerns within competitive videogaming.
However, they do not establish what a professional boxer's physical and technical capabilities should be.
Let's take Deontay Wilder as an example.
Wilder is historically known for extraordinary knockout power, particularly in his right hand.
Suppose competitive players complain that his punching power makes him difficult to defeat online.
Should developers reduce his authentic power rating simply because certain players dislike fighting against him?
Absolutely not.
If his power is represented accurately but the game makes that power impossible to defend against, the developers should investigate the mechanics.
Is the damage model flawed?
Are defensive reactions inadequate?
Is the counterpunching system functioning correctly?
Does fatigue influence the effectiveness of his punches?
Can opponents smother his power, disrupt his balance, slip his right hand, or exploit his technical vulnerabilities?
Fix the mechanics. Don't falsify the boxer.
A simulation should represent the advantages and disadvantages that exist in professional boxing, even when those differences make particular matchups difficult.
Boxing is not inherently balanced.
A stronger puncher may face a technically superior boxer. A faster boxer may lack the durability of another fighter. A defensive specialist may sacrifice offensive output.
Those differences are precisely what make boxing interesting.
Forcing every fighter into competitive equality risks destroying the individuality that makes the sport authentic.
3. Casual Fans Should Be Heard, but What Should They Influence?
I have said repeatedly:
"A Realistic Boxing Game Can Make a Hardcore Fan Out of a Casual."
I still believe that.
Casual players should absolutely have a voice in videogame development.
Their experiences matter because developers need to understand whether the game is accessible, understandable, entertaining, and rewarding.
Casual fans can provide valuable feedback about tutorials, menus, accessibility settings, difficulty options, controller configurations, onboarding, and whether boxing mechanics are adequately explained.
They can also identify when a boxer doesn't feel recognizable.
For example, a casual player might say:
"That doesn't look like Muhammad Ali's movement."
That's useful feedback.
But the next step should not be to let thousands of players vote on Ali's footwork rating.
The next step should be for qualified evaluators to compare the in-game fighter with actual footage of Ali, investigate the discrepancy, and determine whether the issue involves animations, footwork logic, tendencies, stamina, or something else.
The community identifies a potential problem.
The qualified evaluation team determines whether it is a problem, what caused it, and how to correct it.
That is an important distinction.
4. Content Creators Should Not Automatically Be Considered Boxing Experts
This is another subject that needs to be addressed.
Having a large YouTube channel, Twitch audience, TikTok following, or social media presence does not automatically qualify someone to evaluate professional fighters.
Being an excellent videogame player doesn't automatically make someone a boxing analyst.
Being entertaining doesn't make someone a technical expert.
And having thousands of followers doesn't establish a person's understanding of boxing fundamentals.
Some content creators are extremely knowledgeable about boxing.
Others possess considerable experience in game development, mechanical testing, or competitive systems.
Their expertise deserves consideration where it is relevant.
But that expertise should be demonstrated rather than assumed.
A creator who has studied boxing for decades, trained fighters, participated in the sport, or performed serious technical analysis may have valuable insights.
A creator whose primary qualification is being popular at playing a game should not automatically receive the same authority over boxer evaluations.
Access to developers should never be confused with expertise.
And popularity should never become a substitute for evidence.
5. Who Should Realistically Evaluate the Boxers?
I believe a serious boxing simulation should have a multidisciplinary boxing evaluation team.
Not one famous boxer.
Not one trainer.
Not one content creator.
And certainly not an unrestricted community vote.
An appropriate evaluation process would involve several different disciplines.
Evaluator | Primary responsibility |
|---|---|
Experienced boxing trainers | Technique, fundamentals, mechanics, tactical habits, and adaptability |
Current and retired professional boxers | Practical execution, timing, range, pressure, and technical challenges |
Boxing historians | Historical comparisons, era-specific techniques, rules, and fighter evolution |
Experienced boxing analysts | Film study, style identification, tendencies, and opponent-specific patterns |
Qualified judges and referees | Ring generalship, defense, legal techniques, fouls, and tactical behavior |
Sports scientists and performance specialists | Biomechanics, conditioning, fatigue, and measurable physical capabilities |
Boxing simulation designers and engineers | Translating documented capabilities into consistent, testable game systems |
Knowledgeable boxing community researchers | Supplying documented evidence, identifying omissions, and challenging questionable assessments |
No individual in this group should automatically control every category.
A trainer may understand technique exceptionally well while being less familiar with the historical record of a boxer who competed 80 years ago.
A historian might possess tremendous footage knowledge but limited experience evaluating modern strength and conditioning.
A professional boxer may understand the physical realities of punching better than almost anyone, but may still be biased when evaluating themselves or a rival.
Expertise is contextual.
Therefore, ratings should emerge from documented evidence, multiple qualified perspectives, and structured review rather than a single authority figure.
The developer should retain responsibility for the final implementation and be able to explain its methodology.
6. A Professional Boxer Should Have Input, but Not Unrestricted Control
Here's another issue.
Should the boxers themselves have a say in their ratings?
Yes, particularly regarding their techniques, preferred combinations, training practices, physical limitations, and signature movements.
But should a boxer determine all their own ratings?
No.
Imagine asking 30 professional boxers to rate their punching power, ring intelligence, stamina, toughness, and defensive abilities.
How many would rate themselves poorly?
Some athletes are realistic about their strengths and weaknesses. Others are understandably confident, competitive, and protective of their reputations.
Self-assessments can be valuable evidence, but they are not independent evaluations.
The same applies to trainers evaluating their own fighters.
Their observations deserve consideration, but potential conflicts of interest must be recognized.
A credible assessment should consider the boxer's testimony alongside video evidence, performance history, independent analysis, and documented limitations.
One fighter might claim exceptional stamina, but repeated footage could demonstrate a substantial decline in activity after six rounds.
Another fighter might be considered slow by spectators, yet demonstrate outstanding reaction speed, timing, and accuracy.
The evaluation must distinguish perception from measurable or observable performance.
7. Ratings, Attributes, Tendencies, Traits, and Capabilities Are Not Interchangeable
One of my greatest concerns with boxing videogames is how developers sometimes reduce complicated athletes to simplified numerical representations.
Boxers are far more complex than an overall rating.
A realistic simulation should distinguish several different systems.
Attributes
Measurable or estimated qualities such as hand speed, strength, accuracy, endurance, balance, and reaction time.
Tendencies
How frequently or under what circumstances a fighter performs particular actions, such as throwing jabs, circling clockwise, counterpunching, clinching, or attacking the body.
Traits
Distinctive behavioral or performance characteristics, including composure under pressure, tactical patience, recovery patterns, and risk-taking.
Capabilities
What the boxer is actually capable of executing, including particular defensive techniques, specialized combinations, advanced footwork, and inside-fighting skills.
Mannerisms and signature movements
Individual movement patterns, posture, rhythm, guard positioning, feints, punch delivery, and recognizable habits.
A boxer might possess the capability to throw an excellent left hook but rarely use it.
That means the boxer should have a strong technical capability rating for that punch alongside a comparatively low usage tendency.
Another boxer may throw hundreds of jabs but lack exceptional jab accuracy.
Frequency does not equal proficiency.
Similarly, a fighter might have excellent defensive reflexes but frequently choose to exchange punches.
That doesn't necessarily mean their defense is poor. Their tactical decisions may simply expose them to more danger.
When developers combine these independent elements into broad numerical ratings, they risk creating boxers who behave nothing like their real-world counterparts.
And when those numbers are influenced by popularity voting, the distortion can become even worse.
8. The Danger of Allowing Community Votes to Determine Boxer Ratings
Consider a hypothetical poll:
"Who should have the highest defensive rating?"
The options are:
Floyd Mayweather Jr.
Pernell Whitaker
Willie Pep
Nicolino Locche
Who wins?
Possibly the boxer with the greatest name recognition among the audience voting.
But would the average gamer have studied enough footage of all four fighters to make a meaningful technical comparison?
Would voters account for differences in eras, opponents, rules, defensive methods, and available footage?
Probably not.
That doesn't make their preferences illegitimate.
It means the poll is measuring something different from technical defensive proficiency.
It may primarily measure familiarity and popularity.
Imagine using that process to assign hundreds of attributes and tendencies across an entire roster.
Developers could end up building a boxing game in which well-known fighters receive exaggerated capabilities while less popular, historically significant fighters are underrated.
That is not authentic boxer evaluation.
It is potentially a popularity contest masquerading as research.
9. There Is a Difference Between Boxer Realism, Authenticity and Game Balance
This distinction should be fundamental to any boxing simulation.
Simulation boxer identity
Evidence-based attributes, tendencies, capabilities, and authentic strengths and weaknesses.
Competitive rules
Matchmaking, restrictions, optional equalized settings, and independently designed competitive formats.
Competitive balancing should not silently overwrite the simulation's authentic boxer data.
Developers can provide competitive environments without altering the underlying identity of every fighter.
If players want equalized attributes in a separate competitive format, that can be an option.
If tournament organizers want fighter restrictions, those can be established through configurable rules.
If certain online modes require standardized performance parameters, those choices should be transparent.
But the default simulation shouldn't sacrifice authenticity to accommodate those preferences.
An excellent real-world boxer should not become mediocre because people complain that they're difficult to defeat.
And an average real-world boxer should not receive exaggerated abilities merely to make them more competitively attractive.
The boxer should remain the boxer. The rules surrounding the contest can change.
10. The Community Can Contribute Evidence Without Controlling the Ratings
I am not advocating for shutting the gaming community out.
In fact, I believe a properly structured community research program could significantly improve authenticity.
But there's a difference between asking:
"What rating should this boxer have?"
And asking:
"Can you provide documented evidence that this boxer's rating, tendency, or behavior is inaccurate?"
The second question is far more valuable.
Imagine a community evidence submission system that allows players to provide:
The boxer's name and the specific attribute, tendency, trait, or capability being challenged.
Footage or historical documentation supporting the proposed correction.
An explanation of the observed behavior.
The opponent, fight date, round, and circumstances involved.
A proposed adjustment with a justification.
Additional contradictory evidence, if available.
A qualified evaluation panel could review the submissions, compare them against established findings, and decide whether a correction is justified.
The developer could then publish a change log explaining the update.
For example:
"Boxer X's tendency to counter with the left hook has been increased following additional footage review."
That is useful transparency.
It is considerably more responsible than:
"Sixty-eight percent of players voted to increase Boxer X's power."
Evidence should determine the rating. Community feedback should help identify evidence that may have been missed.
11. Boxing Evaluations Need to Account for Eras, Opponents, and Circumstances
Another complication is the historical nature of the sport.
How do you evaluate a fighter who competed in the 1920s against someone competing today?
How should the game account for differences in equipment, training methods, weight divisions, fight schedules, championship rounds, and officiating?
Should a young Mike Tyson possess identical attributes to the older Tyson?
Of course not.
Boxers evolve.
They gain experience, change techniques, suffer injuries, improve certain abilities, and lose others.
A serious evaluation process should account for the specific version of a boxer being represented.
This also means that one boxer should be allowed to have multiple historically grounded versions.
A prime version may possess superior reflexes and explosive movement.
A later version might demonstrate improved tactical experience but decreased physical output.
And those assessments must be based on the available evidence, recognizing where historical documentation is incomplete.
A realistic & authentic boxer database should not automatically equate age with deterioration or wins with technical superiority.
Every fighter requires individual analysis.
12. What Would a Responsible Rating Review Process Look Like?
If I were establishing the evaluation framework for a realistic boxing videogame, I would use a structured process.
Build a boxer evidence dossier
Collect verified fight footage, records, scouting reports, interviews, and credible historical material. Document which version of the fighter is being assessed.
Conduct independent assessments
Multiple qualified evaluators assess relevant categories separately before comparing conclusions, reducing groupthink and celebrity influence.
Require evidence for disputed evaluations
Significant disagreements trigger further footage review, opponent comparisons, and analysis of fight circumstances.
Translate assessments into game data
Simulation developers convert the findings into attributes, tendencies, capabilities, traits, and behavior models without assuming one numerical value explains everything.
Run controlled simulation testing
Test the boxer across opponents, styles, distances, fatigue states, and other fight conditions. Confirm that the simulated boxer behaves credibly rather than simply winning at an expected frequency.
Conduct an independent boxing authenticity review
Qualified specialists assess whether the implementation reproduces recognizable strengths, weaknesses, technical execution, and ring behavior.
Invite documented community challenges
Let players submit evidence-based concerns, while keeping the final technical decision with the evaluation team.
Publish justified revisions
Maintain version histories, supporting explanations, and separate records for authenticity corrections versus optional competitive adjustments.
This process would not eliminate every disagreement.
Boxing analysis contains legitimate subjectivity, particularly when evaluating ring intelligence, historical fighters, toughness, and other characteristics that cannot be measured directly.
But a transparent methodology would make those disagreements more constructive.
Developers should also distinguish between high-confidence evaluations supported by extensive footage and lower-confidence historical estimates. They should not present every numerical rating as an objective scientific measurement.
13. Why I Consider Unrestricted Community Rating Polls Irresponsible
Let me clarify something.
I am not claiming that every developer who asks the community about boxer ratings is deliberately manipulating its audience.
There is a difference between gathering reactions to a proposed rating and handing the authority to establish that rating to an unrestricted vote.
The first can be useful.
The second is an irresponsible way to determine technical authenticity.
A company that advertises realism should be able to explain how its boxer representations are researched, evaluated, implemented, and validated.
Otherwise, what exactly is the standard?
Does a boxer receive a 95 power rating because a trainer assessed his punching technique?
Because analysts studied his knockouts and opponents?
Because the development team tested his in-game performance?
Or because enough people on social media demanded it?
Those are fundamentally different justifications.
When a developer invites everybody to determine technical evaluations without distinguishing expertise or requiring evidence, it risks several problems.
Popularity bias can overpower historical accuracy. Competitive interests can influence authentic characteristics. Fans can overrate favorite athletes and underrate rivals. Content creators can influence audiences through their platforms rather than technical evidence.
And the company may obtain a convenient explanation for questionable decisions:
"The community asked for it."
Community participation should never become an excuse for a developer to avoid responsibility for its own research and design decisions.
A development company can listen to everybody without treating everybody as equally qualified to answer every question.
That is not gatekeeping.
That is recognizing that different questions require different expertise.
14. Who Should Decide What? My Proposed Division of Responsibility
Decision | Who should have primary input? |
|---|---|
Realistic & Authentic boxer attributes | Qualified boxing analysts, trainers, sports specialists, and documented evidence |
Fighting tendencies and habits | Film analysts, experienced trainers, boxing historians |
Signature techniques and combinations | Boxers, trainers, technical analysts, animation specialists |
Boxer-specific AI behavior | Boxing specialists working with simulation AI developers |
Historical boxer profiles | Historians, archival researchers, qualified analysts |
Technical realism of boxing mechanics | Experienced boxing practitioners and simulation designers |
Controller responsiveness and accessibility | Casual players, competitive players, offline players, usability specialists |
Competitive matchmaking and optional rules | Competitive players, tournament organizers, systems designers |
Offline customization and simulation settings | Offline players, simulation enthusiasts, systems designers |
Final authenticity approval | An accountable multidisciplinary evaluation team, with developers responsible for implementation |
The important point is that these groups don't need to compete for authority over everything.
Their responsibilities should complement each other.
A casual player may be excellent at identifying confusing gameplay.
A competitive player may expose an exploit that escaped testing.
A boxing historian may identify an inaccurate fighter tendency.
A professional trainer may recognize a fundamentally incorrect punch animation.
A developer may determine why the correct technique is not translating into reliable gameplay.
All of these contributions have value.
But they are not interchangeable.
15. The Greatest Mistake Is Confusing Fun With Realism &Authenticity
Developers frequently face pressure to make videogames entertaining and accessible.
That is understandable.
But being accessible doesn't require misrepresenting professional athletes.
And being entertaining doesn't require abandoning the complexities of boxing.
Consider the educational potential of a realistic boxing sim that genuinely represents different fighters.
A casual player selects a technically sophisticated defensive boxer and initially struggles to understand their strengths.
Instead of making that fighter artificially powerful, the game teaches the player about distance management, anticipation, counterpunching, foot positioning, and defensive responsibility.
Over time, the player discovers why that boxer was successful.
Another player selects an aggressive pressure fighter and learns about cutting off the ring, working the body, trapping an opponent against the ropes, and maintaining sustainable offensive pressure.
That is how realism can create engagement.
Rather than simplifying everyone into familiar videogame archetypes, developers can create systems that teach the player how to appreciate the differences.
You don't have to reduce the sport to make it enjoyable. You can make the sport understandable.
And that brings me back to something I've said for years:
"A Realistic Boxing Game Can Make a Hardcore Fan Out of a Casual."
Final Thoughts: Everyone Deserves a Voice, but Not Everyone Should Determine the Facts
I have boxed, trained people, watched fighters develop, and spent decades studying what makes boxing such a complicated and fascinating sport.
That experience has reinforced something important for me.
There is a tremendous difference between watching boxing, playing a boxing videogame, and understanding the technical decisions taking place inside the ring.
That does not mean someone who has never boxed cannot develop exceptional boxing knowledge.
Some of the best analysts and historians have built their expertise through years of disciplined observation and research.
It also doesn't mean every former professional boxer is automatically qualified to evaluate every aspect of the sport.
Knowledge must be demonstrated, evidence must be examined, and expertise must match the decision being made.
Casual fans deserve a voice.
Competitive players deserve a voice.
Content creators deserve a voice.
Offline simulation fans deserve a voice.
Professional boxers, trainers, historians, judges, referees, analysts, researchers, and developers deserve a voice.
But those voices serve different purposes.
When we're talking about authentic boxer attributes, ratings, tendencies, traits, capabilities, mannerisms, signature techniques, and tactical intelligence, the primary responsibility belongs to people capable of evaluating those characteristics through boxing knowledge and documented evidence.
It should not belong to whoever receives the most votes.
It should not belong to whichever content creator has the largest audience.
And it certainly should not depend on whether a boxer is considered overpowered in competitive online play.
A developer that genuinely wants to build an authentic boxing simulation must establish professional evaluation standards and be accountable for them.
Because the purpose of realistic boxer ratings isn't to make everybody happy.
It's to represent the boxer as accurately as the available evidence and technology permit.
And if a company isn't willing to protect that principle, perhaps it needs to reconsider what it means when it calls its boxing videogame a simulation.
A Question for the Boxing and Gaming Communities
Who should have the final say in determining a professional boxer's ratings, tendencies, attributes, and traits?
Poe Speaks… #BringBackESBC
The Boxing Videogame Blueprint/Wishlist Blog
Supporting reference: Undisputed's published game description advertises attributes and traits as tools for differentiating boxers. That illustrates why the methodology behind boxer identity deserves scrutiny. This editorial expresses a proposed evaluation standard, not a verified claim that a particular studio currently delegates its ratings to community votes.

