Tuesday, October 20, 2026

EA's Fight Night Is Back! But What Can We Expect After 15 Years of Hibernation, and What Does This Mean for SCI?


EA's Fight Night Is Back! But What Can We Expect After 15 Years of Hibernation, and What Does This Mean for SCI?

By Poe | October 20, 2026

EA approves Fight Night revival but will be delayed until UFC 5 release
The Beauty of Boxing in Fight Night Round 4 | by J. King | Medium
本格ボクシングゲーム『Undisputed』10月正式リリース決定! 国内コンソール版も予約受付中 | Game*Spark - 国内・海外ゲーム情報サイト
8

The Sleeping Giant Has Finally Awakened

For fifteen years, boxing videogame fans have been asking one question: When will EA Sports bring back Fight Night?

On October 20, 2026, EA Sports finally answered.

The company officially confirmed that the Fight Night franchise is returning, telling fans:

To everyone who stayed in our corner: Fight Night is coming back.

The announcement marks the franchise's first confirmed return since Fight Night Champion launched in March 2011. However, EA has not yet disclosed a release date, developer, platforms, roster, gameplay footage, or the specific features planned for the new installment.

VGC
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That distinction is important.

The return is real. The promises fans may already be attaching to it are not yet confirmed.

As someone who has spent decades campaigning for a more realistic, authentic, feature-rich boxing videogame, I welcome the announcement.

But I have questions.

What exactly has EA learned during these fifteen years? Has the company been paying attention to the evolution of sports videogames, boxing technology, and consumer expectations? Will it build upon the accomplishments of the Knockout Kings and Fight Night franchises, or simply modernize an older formula?

Most importantly, will EA Sports finally deliver the boxing simulation that hardcore boxing fans have wanted for decades?

And what happens to Steel City Interactive (SCI), the developer of Undisputed, now that a major competitor has officially stepped back into the ring?

Because make no mistake: The announcement changes the competitive landscape, even if we have not seen a single second of gameplay.

1. Fifteen Years Away Is a Long Time in the Videogame Industry

Think about how much the videogame industry has evolved since 2011.

We have witnessed enormous advances in animation, artificial intelligence, physics, hardware performance, facial modeling, procedural animation, motion matching, character customization, crowd simulation, and interactive environments.

Developers now have access to technology and production workflows that were either unavailable or substantially less mature when Fight Night Champion was released.

Yet the real question isn't whether EA can make a prettier Fight Night.

It is whether the company will use modern technology to create a substantially more sophisticated boxing simulation.

A boxer should no longer have to rely heavily on recycled movement patterns shared across an entire roster. Two boxers should not behave identically simply because they share a stance, weight class, or general boxing style.

Consider the possibilities:

  • Individual boxer biomechanics, weight distribution, posture, punch mechanics, and defensive habits.

  • AI boxers who genuinely study, adapt, counter, and exploit an opponent's tendencies.

  • Independent left- and right-hand capabilities, including technical deficiencies and specialized punches.

  • Realistic fatigue, accumulated physical damage, conditioning, and recovery.

  • Distinct boxing styles shaped by trainers, eras, countries, physical characteristics, and personal histories.

  • Proper inside fighting, clinching, smothering, parrying, controlling distance, and ring positioning.

  • Comprehensive amateur, professional, managerial, promotional, and organizational ecosystems.

These are not simply graphical improvements. They require coherent simulation systems working together.

And that raises a much bigger question.

Will EA develop Fight Night as an authentic representation of boxing, or will boxing once again be adjusted to satisfy the expectations of a conventional competitive fighting videogame?

I believe the distinction matters tremendously.

2. EA Cannot Rely on Nostalgia Forever

Fight Night has considerable name recognition.

But name recognition does not automatically produce a great videogame.

Many longtime fans remember Fight Night Round 3, Fight Night Round 4, and Fight Night Champion fondly. Their memories are understandable because those titles offered experiences that helped define console boxing videogames.

However, nostalgia can become a dangerous design philosophy.

If developers concentrate primarily on recreating what people loved fifteen years ago, they risk overlooking everything that could make a modern boxing simulation substantially better.

A successful revival should ask three questions:

  1. What did previous Fight Night games accomplish exceptionally well?

  2. What limitations existed because of the technology, resources, and design decisions of their time?

  3. What systems can modern development technology introduce that meaningfully advance boxing simulation?

The last question is the most important.

I don't want to see Fight Night Champion with improved lighting, sharper textures, updated boxers, and an expanded soundtrack.

I want to see what a true next-generation boxing videogame can accomplish.

That does not mean abandoning everything that made Fight Night successful. It means recognizing that yesterday's achievements should serve as the foundation for tomorrow's innovations.

The goal should be to surpass the old Fight Night, not merely reproduce it.

3. Will EA Listen to Actual Boxing Experts and Hardcore Simulation Fans?

One of my longstanding concerns about boxing videogame development is how companies determine what constitutes realistic and authentic boxing.

Professional boxers are valuable consultants. So are trainers, coaches, historians, analysts, referees, judges, cutmen, matchmakers, and boxing researchers.

But expertise is not interchangeable.

A successful professional boxer may understand ring tactics exceptionally well while possessing little knowledge of videogame systems architecture, AI programming, animation technology, or simulation design.

Likewise, an accomplished gameplay designer may understand responsive controls without possessing the knowledge necessary to reproduce subtle differences between boxing styles.

That is why a serious simulation requires collaboration between multiple disciplines.

A comprehensive consultation process should include boxing specialists who understand the sport and experienced developers who understand how to translate that knowledge into interactive systems.

Hardcore boxing fans also have an important role.

I'm not suggesting that every technical decision should be decided by a popularity contest. However, I am arguing that the people who genuinely study boxing should have considerable influence over questions concerning boxing authenticity.

For example, who should help evaluate whether a particular version of Mike Tyson has believable head movement, combination selection, timing, defensive habits, and ring-cutting behavior?

Someone who recognizes Tyson's name?

A content creator who primarily plays competitive matches?

Or knowledgeable boxing historians, technical analysts, experienced trainers, and fans who have studied extensive footage of Tyson throughout his career?

The obvious answer, in my view, is that informed expertise deserves substantial weight, supported by documented evidence and systematic testing.

Different audiences should contribute to the areas they understand.

Competitive gamers can identify netcode problems, input delays, exploits, and matchmaking concerns. Casual players can identify accessibility and usability problems. Offline simulation enthusiasts can help evaluate whether the underlying sport is represented convincingly.

Everyone can contribute, but not every opinion carries equal technical relevance to every subject.

EA should understand this distinction from the beginning.

4. Does EA Understand What Offline Boxing Fans Want?

This is where I believe both EA and SCI should pay particularly close attention.

For years, sports videogames have increasingly emphasized connected experiences, online competition, progression loops, monetization systems, and continuous engagement.

Online functionality is important.

But boxing is much bigger than online competition.

There are fans who want to create a boxer, build an entire boxing universe, manage historical eras, establish rivalries, develop gyms, organize championship tournaments, and watch computer-controlled boxers compete against one another.

Some players want to create boxing history. Others want to rewrite it.

Some enjoy managing a boxer without controlling every punch. Others want full control over the organizations, championships, personnel, rankings, and economic systems that influence the sport.

And many simply want a substantial offline boxing experience that does not depend on an active internet connection.

Imagine a new Fight Night with a genuinely expansive Creation Suite that allows players to create and edit:

  • Boxers, including multiple career versions and historical variations.

  • Trainers, managers, promoters, cutmen, referees, judges, and announcers.

  • Gyms, training camps, venues, arenas, rings, and boxing organizations.

  • Championships, sanctioning bodies, rankings, rule sets, and tournament structures.

  • Boxing styles, signature punches, combinations, defensive systems, and individualized tendencies.

  • Entire boxing universes, historical timelines, promotions, rivalries, and storylines.

  • Fight posters, promotional materials, broadcast presentations, and gym decorations.

Now connect those systems to an autonomous boxing ecosystem where CPU boxers train, compete, age, improve, decline, change trainers, suffer injuries, gain popularity, pursue championships, and potentially retire.

That is where the genre could become revolutionary.

It would also create reasons for people to keep playing long after finishing their first Career Mode.

EA has an opportunity to appeal to audiences who may have felt overlooked by the direction of modern sports games.

But will it take that opportunity?

Or will another generation of boxing fans receive a relatively limited career experience surrounded by competitive online modes?

We don't know yet.

And fans should demand answers before declaring that EA has already won.

5. What Does Fight Night's Return Mean for Steel City Interactive?

This is where the conversation becomes particularly interesting.

For much of the development and commercial life of Undisputed, SCI benefited from a marketplace without a new Fight Night installment.

That does not mean SCI faced no competition whatsoever. Other boxing and combat-sports games existed.

But there was no modern Fight Night directly competing for the same audience.

Now that situation is changing.

EA Sports possesses an established boxing franchise, major publishing infrastructure, a history of sports-game production, and considerable brand recognition.

SCI can no longer safely assume that it will remain the most prominent actively developed licensed boxing simulation on the market.

And I believe that is a healthy development.

SCI's greatest challenge may be its own decisions

Let's examine something important.

SCI originally attracted tremendous attention when it announced Esports Boxing Club (ESBC). The project appealed to people who had waited years for an ambitious boxing simulation.

Its early presentation emphasized boxing authenticity, licensed boxers, and the possibility of a serious alternative to Fight Night.

However, Undisputed has also been criticized by players over gameplay mechanics, movement, responsiveness, stamina, defensive systems, and its overall simulation depth.

Some of these criticisms concern subjective preferences. Others concern functionality that can be evaluated through reproducible testing.

I have personally questioned the game's representation of boxing, including its stance and posture systems, lack of a fully implemented in-ring referee, limited inside-fighting mechanics, and other features I consider fundamental to a complete boxing simulation.

These are substantive design concerns, not merely complaints about how entertaining the game feels.

On April 29, 2026, SCI founder Ash Habib acknowledged that certain parts of Undisputed had not achieved the desired quality standard and announced that further updates would end as the team shifted to a sequel using Unreal Engine and a redesigned architecture.

Ash Habib Statement
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That announcement represented a major strategic decision.

Instead of continuing to develop the original game, SCI effectively chose to invest its future in rebuilding the experience.

Now EA has entered the conversation.

Suddenly, the time available to demonstrate substantial improvements may become much more important.

Can SCI afford another lengthy development cycle?

Development timelines are not simple.

A major boxing game involving extensive animation systems, licensed athletes, career simulation, online architecture, and complex physics cannot responsibly be built overnight.

However, SCI now faces a more complicated commercial environment.

If EA releases substantial gameplay footage before SCI demonstrates convincing improvements in its sequel, some consumers may redirect their attention toward Fight Night.

If SCI delivers an outstanding sequel before EA's game arrives, it could strengthen its reputation and establish meaningful competitive advantages.

Both outcomes are possible.

What SCI should not do is assume that previous market positioning guarantees continued consumer loyalty.

Consumers owe neither SCI nor EA their purchases. Both companies must earn them.

6. Does SCI's Muhammad Ali License Protect It Against EA?

I have seen boxing fans place enormous importance on boxer licenses.

And yes, licenses matter.

Having Muhammad Ali associated with a boxing videogame is undoubtedly valuable from a promotional standpoint.

The same can be said for boxers such as Mike Tyson, Sugar Ray Robinson, Roberto Durán, Joe Louis, and other prominent names.

But possessing recognizable boxers does not automatically make a videogame realistic, authentic, or enjoyable.

A license provides access to a likeness or other contracted rights. It does not automatically provide the underlying boxing simulation.

You can have Muhammad Ali's face, name, trunks, gloves, and entrance presentation.

But can you reproduce his footwork?

Can his AI control distance intelligently?

Will he use his jab differently throughout his career?

Can the game distinguish young Ali's mobility, timing, and athleticism from his later rope-a-dope and economical defensive adaptations?

Will his tactical behavior reflect the opponent standing across from him?

Those are the questions that matter.

I also want to distinguish licensing speculation from established fact. SCI having an Ali license does not, by itself, prove that EA is legally unable to feature Ali. Exclusivity depends on the actual licensing contract, its scope, platforms, duration, and other provisions.

And fans should not assume that boxer licensing alone will determine which game succeeds.

If EA creates a convincing simulation while SCI offers impressive licenses but inferior boxing mechanics, those licenses may not be enough to retain consumers.

The reverse also applies.

If SCI delivers superior boxing gameplay, it could remain competitive even if EA secures a larger or more recognizable roster.

The boxer sells the image. The gameplay and depth of the experience help determine whether the customer stays.

7. SCI's New Engine Is Not Automatically a Solution

SCI's announced move to Unreal Engine has generated interest, and understandably so.

Reports on the sequel have described plans for reworked movement, more detailed boxer models, online improvements, and additional work with boxing consultants. Some reporting has specifically discussed an eight-point movement system and rollback netcode.

Operation Sports
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These developments could be beneficial.

But a new engine is not a substitute for sound simulation architecture.

Unreal Engine can support sophisticated rendering, animation, physics, AI, and networking systems.

It cannot independently determine whether a jab is being thrown from the correct distance, whether a boxer should pivot under pressure, or whether a defensive reaction accurately represents boxing.

Those behaviors must be researched, designed, implemented, calibrated, and tested.

I have repeatedly argued that motion capture alone does not guarantee authentic boxing animation.

You can capture a highly skilled professional boxer performing a technique, but if the animation system applies that motion without accounting for positioning, balance, reach, weight transfer, momentum, and opponent interaction, the result can still appear unnatural.

This concern applies equally to SCI and EA.

Neither company deserves praise simply for naming its technology.

I want to see how the technology functions.

I want to see heavyweights behave differently from featherweights, pressure boxers behave differently from defensive technicians, and aging veterans behave differently from younger versions of themselves.

And I want those distinctions to arise from actual simulation systems rather than superficial animation variations.

8. What Can We Realistically Expect From EA's New Fight Night?

We should distinguish reasonable expectations from confirmed features.

Confirmed status as of October 20, 2026

Franchise revival announced

Confirmed

New gameplay footage

Not disclosed

Release date and platforms

Not disclosed

Boxer roster and licenses

Not disclosed

Game engine and developer

Not disclosed

Offline modes and Creation Suite

Not disclosed

Monetization and online systems

Not disclosed

Based on EA's public announcement and contemporary reporting.
Inven Global
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I expect EA to place considerable emphasis on modern presentation, recognizable boxers, accessible controls, and commercial appeal. These are reasonable expectations based on the company's sports-game history, but they are not confirmed design decisions.

What remains uncertain is whether EA will prioritize simulation depth beyond the standard expectations of a mainstream sports title.

That uncertainty should concern hardcore boxing fans.

Consider several possible directions.

Possibility A: A modernized Fight Night Champion

EA could revive familiar gameplay concepts, modernize the visuals, improve controls, expand the roster, and introduce contemporary online features.

This would likely appeal to fans seeking a recognizable Fight Night experience.

However, it might disappoint people expecting substantial advances in boxing simulation.

Possibility B: A revolutionary boxing simulation

EA could use its resources to create a new technical foundation centered on boxer individuality, realistic physics, adaptive AI, extensive customization, and an evolving boxing ecosystem.

This would be my preferred direction.

It would also be a more ambitious undertaking requiring significant investment and disciplined development.

Possibility C: A primarily competitive online boxing game

EA could focus heavily on ranked competition, seasonal engagement, online progression, and accessible gameplay mechanics.

Such a direction might appeal to particular audiences, but it could leave offline simulation fans underserved.

None of these approaches has been established by the announcement.

The critical point is that Fight Night's return tells us EA sees a reason to revive the franchise.

It does not yet tell us what EA believes a modern boxing videogame should be.

9. The Dangerous Obsession With Competitive Balance

Another subject that deserves attention is the difference between authentic boxing and conventional competitive videogame balancing.

Boxing is not inherently balanced.

A boxer may possess exceptional punching power but relatively poor stamina. Another may demonstrate extraordinary defensive awareness while lacking knockout power.

Height, reach, foot speed, reaction time, physical strength, boxing intelligence, and technical abilities all influence the competitive equation.

One boxer may be an extremely difficult stylistic matchup for another.

These asymmetries are fundamental to the sport.

Yet competitive videogame design often seeks to reduce extreme advantages to produce more predictable or standardized matchups.

That approach can conflict with authentic boxing.

If a simulation artificially weakens a powerful puncher simply because competitive players consider the boxer frustrating to face, is the developer reproducing boxing or modifying boxing to satisfy a particular audience?

I believe these concerns can be addressed without forcing every player into the same experience.

A modern boxing game should support separate gameplay configurations.

Simulation should be the default representation of boxing, with optional Hybrid and Arcade experiences available for players who prefer them.

Online competitive modes can apply clearly defined rule configurations where appropriate.

But those competitive restrictions should not automatically dictate the behavior of offline boxing simulations.

EA has an opportunity to recognize this distinction from the beginning.

SCI has the same opportunity with its sequel.

Both companies should understand that authentic boxing and competitive videogame balancing are not necessarily identical objectives.

10. What About EA's Business Model?

Another question involves how EA intends to monetize the revived franchise.

Modern sports videogames frequently employ various combinations of premium purchases, downloadable content, cosmetic purchases, online progression systems, and live-service offerings.

However, EA has not announced the new Fight Night's business model.

I would strongly oppose any design that compromises fundamental offline functionality or makes ordinary boxing features dependent on rotating online services.

A boxing videogame should not require a player to maintain an internet connection simply to enjoy a substantial single-player boxing universe.

Nor should important simulation functionality be unnecessarily fragmented into recurring purchases.

Optional boxer packs, historical content, equipment, arenas, and substantial expansions can offer additional value when implemented responsibly.

But the core boxing experience should feel complete.

This issue matters for the long-term preservation of sports games.

When online services eventually close, players should not lose access to the majority of the experiences they purchased.

If Fight Night returns after fifteen years only to become another disposable sports product tied excessively to online infrastructure, that would be a missed opportunity.

I hope EA understands that a lasting boxing franchise needs more than short-term engagement metrics.

It needs a game worth preserving.

11. Could EA's Return Actually Benefit SCI?

Absolutely.

Competition does not necessarily destroy smaller competitors.

In some cases, it forces companies to reconsider assumptions, improve development practices, and identify underserved markets.

SCI has an opportunity to distinguish Undisputed through a more focused simulation identity.

EA may possess larger resources and greater brand awareness, but those advantages do not guarantee superior design.

A smaller studio can still succeed by delivering systems that larger publishers underestimate.

For example, SCI could emphasize a more extensive boxing universe, deeper boxer individuality, superior CPU-versus-CPU simulation, sophisticated tactical AI, and an advanced Creation Suite.

It could develop an offline-first boxing ecosystem that appeals to people who want more than standard career progression and online competition.

But this would require SCI to make deliberate choices about its design priorities.

Trying to imitate every feature of a larger competitor could be less productive than developing a clear, differentiated identity.

Likewise, EA should not assume that SCI's limitations mean the market will automatically return to Fight Night.

Undisputed has demonstrated that a modern licensed boxing videogame can attract substantial attention.

Its existence has also created a contemporary point of comparison.

Consumers can now evaluate both companies rather than simply accepting whichever boxing videogame happens to be available.

And that is a much healthier marketplace.

12. SCI's Player Numbers Do Not Automatically Establish Consumer Satisfaction

SCI has publicly highlighted impressive engagement figures for Undisputed.

Its April 2026 statement cited 208 million fights, 125 million knockouts, and 107 million careers launched.

Ash Habib Statement

Those statistics demonstrate substantial recorded activity.

But the numbers do not independently answer questions about satisfaction, retention, purchasing behavior, or the quality of the underlying simulation.

For instance, a career-start statistic does not indicate how many people completed a career or remained engaged for hundreds of hours.

Likewise, total players reached through purchases, subscriptions, promotions, or other distribution channels should not be treated as interchangeable with full-price sales.

I would like both EA and SCI to take consumer research more seriously.

How many players primarily use offline modes?

How many prefer simulation settings?

Which gameplay features drive long-term retention?

What percentage of players abandon Career Mode?

How many consumers want deeper customization and CPU-versus-CPU functionality?

What features do knowledgeable boxing fans consider essential?

These are meaningful questions.

Marketing statistics may demonstrate reach, but they cannot independently prove that developers have satisfied the full range of consumer expectations.

If EA wants to learn from Undisputed, it should examine the game's successes and its criticisms.

And SCI should do the same.

13. Could Both Companies Make the Same Mistakes?

Yes, and that is one of my greatest concerns.

The presence of competition does not guarantee innovation if both companies pursue similar priorities.

Suppose EA and SCI both concentrate on visual improvements, licensed boxers, online competition, and relatively conventional career systems.

We could end up with two modern boxing videogames that differ in presentation but offer limited advances in the deeper simulation systems many fans want.

That would be disappointing.

The boxing videogame market deserves more than a contest over who has the better-looking boxer models, the larger roster, or the most recognizable brand.

It deserves competition over the quality and sophistication of the actual sport being simulated.

Can one company produce more believable footwork?

Can another deliver a deeper boxing ecosystem?

Which company can implement superior referee logic, adaptable AI, individualized boxer behavior, and authentic physical interactions?

Which developer understands the strategic relationship between foot placement, weight distribution, defensive positioning, and punching mechanics?

These are the comparisons I want consumers and reviewers to make.

Not simply whether one game has slightly better lighting or more realistic sweat effects.

14. The Questions EA Needs to Answer

Before I become genuinely excited about what Fight Night might deliver, I want answers to specific design questions.

1. What is EA's core philosophy? Is the game being developed primarily as a boxing simulation, a Hybrid experience, or a competitive sports title?

2. Who is making the decisions? Which development team is responsible, and what boxing-specific expertise is guiding its work?

3. How individual will the boxers be? Will they possess authentic tendencies, traits, attributes, mannerisms, defensive preferences, and tactical personalities?

4. How advanced is the AI? Will computer-controlled boxers adapt organically, formulate strategies, learn patterns, and respond to opponents without artificial advantages?

5. Will actual boxing mechanics be prioritized? Are inside fighting, clinching, parrying, realistic blocking, footwork, counterpunching, and ring positioning being properly developed?

6. How extensive will the Creation Suite be? Can consumers create entire boxing organizations and universes rather than just individual boxers?

7. Will CPU-versus-CPU boxing receive meaningful support? Can fans watch, analyze, promote, and manage bouts with comprehensive presentation and statistics?

8. How deep will Career and Universe modes become? Will aging, development, injuries, rankings, championships, promotions, managers, and financial systems form a connected ecosystem?

9. How will historical boxing be represented? Can boxers have multiple authentic career versions with distinct physical and technical capabilities?

10. Will offline boxing remain independent? Can the full offline experience function without online services and competitive balancing restrictions?

11. How will the game be tested? Will boxing historians, experienced trainers, simulation enthusiasts, and independent technical testers contribute to validation?

12. Will EA involve consumers before major systems become locked in? Will meaningful surveys, structured feedback, and transparent design discussions influence development?

These questions should be raised now, not after the game has entered the final stages of production.

15. Competition Could Finally Force the Boxing Videogame Industry to Innovate

For years, we have heard explanations for why boxing videogames are difficult to develop and commercially uncertain.

Licensing is complicated.

Boxing organizations are fragmented.

There are many boxers, promoters, sanctioning bodies, and contractual interests to navigate.

All of that is true.

But these challenges do not establish that boxing videogames cannot be successful.

Nor do they excuse weak simulation design.

SCI entered a marketplace that major publishers had largely neglected, demonstrated substantial interest in a modern boxing game, and created a commercially visible product.

Now EA is returning.

We cannot establish from the announcement alone whether Undisputed's performance influenced EA's decision, or to what extent. However, the coexistence of these projects makes the commercial opportunity in boxing games increasingly difficult to dismiss.

I have argued for years that boxing videogames need more competition.

Not less.

I want EA to succeed.

I want SCI to succeed.

I would welcome 2K, Visual Concepts, and other experienced developers entering the market.

I also want independent studios to continue experimenting with alternative approaches.

Because one company should not determine what the entire boxing videogame genre is allowed to become.

Different developers should be able to pursue different philosophies.

The consumer should ultimately have meaningful choices.

16. My Message to EA Sports and Steel City Interactive

To EA Sports:

Welcome back.

But understand that the boxing videogame audience has changed.

Some people who played your earlier games are now older, more experienced, and far more knowledgeable about what modern technology can accomplish.

We have spent fifteen years thinking about what the next generation of boxing videogames could become.

Do not assume that updated graphics, familiar controls, and recognizable boxers will satisfy everyone.

Study boxing.

Study your own franchise.

Study the weaknesses of previous sports games.

And, most importantly, study what knowledgeable boxing consumers have been requesting.

To Steel City Interactive:

EA's return does not mean your company has lost.

But the competitive circumstances have changed.

The sequel to Undisputed now has an additional reason to demonstrate substantial improvements rather than simply promise them.

A new engine is not enough.

New motion capture is not enough.

More boxers are not enough.

Better marketing is not enough.

You must show consumers why your interpretation of boxing deserves their continued support.

And I hope SCI does exactly that.

Because I do not want EA's return to eliminate Undisputed.

I want both companies to push each other toward better boxing videogames.

17. Final Thoughts: Fight Night Is Back, but the Real Fight Has Just Begun

I am glad EA Sports is returning to boxing.

After fifteen years, this announcement represents a significant moment for the genre.

But I refuse to confuse an announcement with an accomplishment.

EA has not yet demonstrated the quality of its gameplay, the depth of its Career Mode, the sophistication of its AI, or the scope of its simulation systems.

Likewise, SCI's ambitions for its sequel must eventually be evaluated through actual gameplay and completed features.

Neither company should receive an automatic victory.

I want to see a boxing videogame that respects the sport, its history, its technical complexities, and the diversity of people who enjoy it.

I want boxers to behave like individuals.

I want authentic strategy, realistic mechanics, deep customization, complex boxing ecosystems, and intelligent AI.

I want offline fans to receive the same design consideration as online competitors.

And I want consumers to stop being told that basic boxing authenticity is somehow an unreasonable expectation.

Technology has advanced tremendously.

The resources exist.

The knowledge exists.

The consumer interest exists.

What remains to be seen is whether developers will make the necessary design commitments.

EA's Fight Night is coming back. SCI is developing its next Undisputed. The question is no longer whether boxing videogames have a future. The question is what kind of future these companies intend to build.

And that is a competition I am genuinely interested in watching.

Because I have always believed:

"A Realistic Boxing Game Can Make a Hardcore Fan Out of a Casual."

Poe Speaks…

#BringBackESBC | Poe & The Community Speaks...

Questions for the Boxing Videogame Community

I want to hear from casual gamers, competitive gamers, offline players, simulation enthusiasts, boxing trainers, historians, developers, and longtime Fight Night fans.

  • Do you trust EA to deliver a substantially better boxing game after fifteen years away?

  • Does Fight Night's return make you less interested in Undisputed's sequel?

  • Should SCI be worried, or could competition make Undisputed better?

  • Which matters more to you: licensed boxers, realistic gameplay, or extensive features and modes?

  • What is the one major feature neither EA nor SCI can afford to overlook?

Let's discuss what these companies should actually deliver, rather than declaring a winner before either new game has been released.

Sources and verification

For the announcement, see Video Games Chronicle's October 20 report. For SCI's stated sequel plans, see Ash Habib's April 29 statement and Operation Sports' development reporting.

The analysis, criticism, design proposals, and predictions in this article represent editorial opinion, not announcements of features by either company.

This article is written for The Boxing Videogame Blueprint/Wishlist Blog and discussion on Poe & The Community Speaks..., TalkShoe, and YouTube.

Sunday, October 18, 2026

The 300-Boxer Revolution: How Unreal Engine, AI, and Modern Technology Could Accelerate the Creation of 300 Authentic Boxing Personalities

 

The 300-Boxer Revolution: How Unreal Engine, AI, and Modern Technology Could Accelerate the Creation of 300 Authentic Boxing Personalities

Introduction: Creating 300 Boxers Shouldn't Mean Starting From Scratch 300 Times

With the capabilities of modern technology, how long should it realistically take a development company to create 300 recognizable, authentic boxers for a realistic boxing video game?

Not simply 300 character models with different faces, bodies, trunks, and names, but 300 individual boxing personalities with historically recognizable techniques, attributes, tendencies, traits, defensive habits, footwork, fighting intelligence, physical characteristics, and behaviors.

Consider fighters such as Mike Tyson, Muhammad Ali, Joe Frazier, Pernell Whitaker, Roberto Durán, Thomas Hearns, Sugar Ray Leonard, and Marvin Hagler.

Could modern artificial intelligence, procedural character generation, Unreal Engine, motion matching, animation retargeting, automated testing, and other technologies significantly reduce the time necessary to create these fighters?

Yes, provided the development company builds a reusable production system rather than treating every boxer as an independent development project.

However, there is an important distinction that must be established from the beginning.

Creating 300 preliminary playable boxer models is not the same as completing 300 authentic, fully validated boxing personalities ready for a commercial release.

Any discussion about production speed must distinguish between prototypes, production-ready fighters, and a complete, release-ready roster.

That distinction changes the estimated timeline considerably.


1. What Does It Mean to Create 300 Authentic Boxers?

A boxing game's roster should not be judged solely by the number of recognizable names included.

If Mike Tyson, Joe Frazier, and Roberto Durán all rely on the same generic pressure-fighting behaviors, the game has failed to capture their individuality.

Likewise, Muhammad Ali, Sugar Ray Leonard, and Pernell Whitaker should not become nearly identical characters simply because developers classify them as technically skilled boxers.

Real fighters differ in their:

  • Physical proportions, conditioning, and athletic capabilities.

  • Stances, guards, postures, and footwork.

  • Punching techniques, combinations, and signature movements.

  • Defensive reactions and positioning.

  • Offensive and defensive tendencies.

  • Timing, rhythm, pace, and distance management.

  • Boxing intelligence and tactical adaptability.

  • Temperament, confidence, aggression, and discipline.

  • Responses to fatigue, injuries, pressure, and adversity.

  • Mannerisms and historical career development.

A meaningful 300-boxer roster must reproduce these differences through the underlying simulation.

The objective is not to create 300 separate combat engines.

The objective is to develop one sophisticated boxing simulation capable of expressing 300 distinct boxing identities.

2. The Foundation: A Unified Boxer DNA System

The most important investment would be a reusable Boxer DNA architecture.

Rather than manually programming each fighter's behavior, a development company could create a comprehensive data-driven system supporting attributes, capabilities, tendencies, traits, technical characteristics, movement preferences, psychological behaviors, and tactical decision-making.

An ambitious Boxer DNA architecture might support approximately 1,200 configurable dimensions distributed across categories such as:

Boxer DNA categoryProposed capacity
Physical attributes and capabilities100
Boxing tendencies250
Personal traits200
Technical skills and proficiency150
Offensive and defensive preferences100
Movement, stance, and posture parameters100
Fighting intelligence and decision-making100
Temperament and psychological characteristics75
Mannerisms, rituals, and presentation75
Fatigue, injury, and recovery responses50
Total supported dimensions1,200

These represent proposed design capacities, not 1,200 settings that must be manually adjusted for every fighter.

A well-designed system would populate configurations using researched data, reusable technical foundations, derived parameters, and individualized overrides.

It must also distinguish between what a boxer can do and what the boxer normally chooses to do.

For example, a fighter could possess an excellent uppercut but rarely use it. Another fighter might throw uppercuts frequently despite having less refined technique.

That difference is essential to realistic boxing behavior.

3. How Modern Technology Could Accelerate the Process

Unreal Engine could provide a unified development environment for assembling characters, configuring animation systems, managing data, and testing gameplay.

The supporting technologies could include:

TechnologyProduction application
Unreal EngineShared gameplay and production infrastructure
MetaHuman and procedural character toolsRealistic facial and body construction
Photogrammetry and scanningAccurate physical references and likenesses
Python Editor scriptingBatch asset generation and repetitive workflow automation
Data Assets and structured databasesBoxer DNA configuration and centralized records
Control Rig and IK RetargetingReusing and adapting animations across different physiques
Motion MatchingSelecting movement from appropriate animation databases
StateTree and custom tactical AIOrganizing individual behavior and decision-making
Computer vision and machine learningAssisting with fight-footage analysis
Automated testing and data validationIdentifying technical and behavioral problems

These technologies can shorten repetitive development work, but none automatically guarantees historically accurate boxer behavior.

A company would still need to create the underlying boxing simulation, research methodology, animation systems, and specialist validation procedures.

Procedural Character Creation

Instead of sculpting every fighter from scratch, developers could use adjustable body proportions, facial features, morph targets, reusable rigs, and individualized physical assets.

A heavyweight with long arms and a narrow frame should differ physically from a compact heavyweight with powerful shoulders and a short reach.

Those differences should influence gameplay, not merely appearance.

Reusable Animation Libraries

Developers could build a master library covering jabs, crosses, hooks, uppercuts, body punches, footwork, slips, rolls, parries, clinching, feints, and defensive reactions.

The library could include hundreds of authored variants, supplemented by procedural adjustments and boxer-specific techniques.

Certain fighters would still require specialized animations.

Mike Tyson's explosive entries, Joe Frazier's weaving patterns, Muhammad Ali's rhythm, and Pernell Whitaker's defensive positioning should not be reduced to identical generic animations with different playback speeds.

Individualized Tactical Intelligence

Each boxer would share a common AI architecture while receiving individual tactical configurations.

That architecture should support opponent recognition, decision-making, range management, adjustments, fatigue responses, and characteristic errors.

The system should allow the boxer to make different decisions in different fights without abandoning the tendencies that define the fighter's identity.

4. Mike Tyson as a Realistic Production Benchmark

Mike Tyson is an excellent example of why creating an authentic boxer involves more than generating a recognizable digital likeness.

An accurate Tyson would require:

Physical authenticity: Correct proportions, musculature, posture, facial characteristics, and career-specific appearance.

Technical authenticity: His distinctive peek-a-boo defense, head movement, compact punching mechanics, combinations, explosive entries, pivots, and weight transfer.

Behavioral authenticity: The situations in which he attacks, how he creates openings, his preferred combinations, reactions to resistance, and strategic adjustments.

Animation authenticity: Natural transitions between slipping, stepping, pivoting, punching, defending, and recovering.

Historical authenticity: Appropriate differences between versions of Tyson at different points in his career.

The company could reuse many underlying technical systems when creating other fighters.

However, Tyson's distinctive behaviors and movements would still require research, specialized configuration, and some custom animation.

This creates an important production principle:

Technology should eliminate unnecessary repetitive work, not eliminate the individual characteristics that make a boxer authentic.

5. The Four Stages of Boxer Completion

Before estimating production time, developers should clearly define what counts as a completed boxer.

There should be four separate production milestones.

Stage One: Character Prototype

A prototype boxer might have a recognizable preliminary appearance, functioning skeleton, basic stance, essential punches, defensive movements, and simple AI.

The fighter can participate in a playable match, but the boxer is not yet a complete historical representation.

The purpose is to validate technical functionality.

A prototype should never be counted as a finished roster character.

Stage Two: Feature-Complete Boxer

At this stage, the fighter has the required appearance, applicable techniques, Boxer DNA profile, signature movements, tactical behavior, and gameplay integrations.

The planned functionality exists, but technical defects, authenticity problems, and unrefined transitions may remain.

Feature-complete does not automatically mean release-ready.

Stage Three: Authenticity-Validated Boxer

The fighter has undergone meaningful comparison against appropriate fight footage, historical research, and qualified expert assessments.

Developers have evaluated the fighter's recognizable characteristics, including movement, techniques, tactical preferences, defensive habits, and behavioral consistency.

Significant discrepancies have been corrected.

Stage Four: Release-Ready Boxer

The fighter has passed both authenticity review and technical acceptance criteria.

This includes gameplay integration, animation quality, AI behavior, performance, data correctness, licensing requirements, and regression testing.

The boxer is ready for inclusion in the commercial roster, subject to final whole-game certification.

Only Stage Four should be counted toward a completed, release-ready 300-boxer roster.

6. Clarifying the Production Estimates for 300 Boxers

There is no universal industry timetable for creating 300 authentic boxing personalities.

The timeline depends on the studio's available technology, staffing, animation resources, research quality, licensing situation, and required fidelity.

The most important distinction is whether the studio already possesses a mature boxing production pipeline.

Scenario A: 300 Preliminary Playable Prototypes

Illustrative target: approximately 2–4 months under highly favorable conditions.

A large, experienced team with functioning character tools, reusable animations, basic AI, existing assets, and prepared boxer data might generate hundreds of preliminary playable fighters in this period.

An extremely optimized team might target roughly three months.

However, these fighters would not necessarily possess fully researched signature techniques, historically accurate tactics, finalized appearances, or completed authenticity testing.

Such a roster would demonstrate production capacity, not commercial completion.

Scenario B: 300 Feature-Complete Fighters

Illustrative target: approximately 4–8 months with a mature production pipeline.

In this scenario, the studio already has its core boxing mechanics, Boxer DNA architecture, animation system, procedural character tools, and content-production workflows functioning.

The team focuses on individual character integration, technical configurations, boxer-specific animation, and preliminary testing.

All planned fighter features should be present, but significant refinement and validation may remain.

This is a demanding production target, particularly when representing real licensed boxers rather than fictional characters.

Scenario C: 300 Authenticity-Validated, Release-Ready Fighters

Illustrative target: approximately 6–12 months for an exceptionally organized production team with mature technology and substantial existing content.

This is the more relevant target for a company promising 300 genuinely recognizable boxing personalities.

The studio must complete research, accurate likeness work, technical implementation, signature animation, behavioral tuning, testing, expert reviews, and corrections.

Some fighters may require relatively little custom work because the existing library already covers their techniques.

Others, particularly historically distinctive fighters, may require substantial additional research and animation.

If extensive custom movement production or difficult historical reconstruction is needed, the roster could take 12–24 months or longer, even after the foundational technology exists.

Scenario D: Developing the Technology and Roster From Scratch

Illustrative overall planning range: approximately 18–36 months or more.

This scenario includes developing a substantial portion of the boxing simulation itself.

The company may need to build its foundational character pipeline, Boxer DNA system, animation libraries, tactical AI, automated testing infrastructure, production tools, and complete playable roster.

The timetable may extend beyond three years depending on the fidelity target, staffing, game scope, licensing, and amount of reusable technology.

These scenarios are planning assumptions, not published benchmarks or promises of delivery.

Consolidated Production Comparison

Production milestoneIllustrative timeframeWhat it actually delivers
300 preliminary playable prototypes2–4 monthsBasic functioning boxer representations
300 feature-complete fighters4–8 monthsRequired gameplay features implemented
300 authenticity-validated, release-ready fighters6–12 monthsThoroughly refined and accepted commercial roster
Highly customized roster requiring extensive unique work12–24+ monthsMore demanding authenticity and animation production
Full technology and roster development from scratch18–36+ monthsFoundational technology plus the boxer roster

These are alternative planning scenarios with potentially overlapping stages, not separate periods to add together.

A studio cannot assume the shorter estimates apply simply because it uses Unreal Engine or artificial intelligence.

The shorter timelines depend on foundational technology already being developed, significant asset reuse, sufficient specialist staffing, strong pipeline automation, and limited production bottlenecks.

7. Person-Hours Versus Calendar Time

Another frequent source of confusion is the difference between labor required and elapsed production time.

Suppose an established studio estimates that an average authentic boxer requires 80 person-hours after the reusable systems have been completed.

For 300 fighters:

300 × 80 hours = 24,000 person-hours.

That does not mean one person must work for 24,000 consecutive hours.

If 20 specialists each contribute 30 productive hours weekly, the team provides approximately 600 person-hours weekly.

At that theoretical rate, 24,000 person-hours would require 40 weeks, or approximately nine months.

But that is a simplified workload calculation, not a guaranteed delivery schedule.

It assumes enough tasks can proceed in parallel and that specialist capacity is properly distributed.

Character artists, animators, gameplay programmers, researchers, and testers are not interchangeable.

A shortage of animation specialists could slow production even if additional artists are available.

Similarly, a bottleneck in research approval or licensing could delay individual fighters regardless of technical progress.

Illustrative Labor Budget

ActivityAverage person-hours per fighter
Research and Boxer DNA configuration8–16
Facial and body likeness10–20
Equipment, rigging, and integration4–8
Stance, movement, and signature animation12–30
Fighting intelligence and behavior validation8–16
Testing and corrections8–20
Total50–110

This range is a hypothetical production model for an established pipeline, not a measured industry average.

It also does not account for every possible specialty requirement.

A fighter with unusual movement, limited historical footage, or complex signature techniques might require far more work.

A fighter whose techniques are already well represented in the shared animation system could require less.

8. Can Artificial Intelligence Shorten These Estimates Further?

Potentially, yes.

Artificial intelligence could accelerate research organization, footage classification, metadata generation, preliminary Boxer DNA configuration, and some animation-processing tasks.

Automated Unreal Engine workflows could then assemble character assets, assign compatible animation libraries, configure fighter behavior, generate test scenarios, and identify missing components.

The greatest time savings would likely occur in repetitive, well-structured tasks.

However, there are limits.

AI-generated research may contain errors. Automated motion extraction may not correctly reconstruct complex boxing mechanics. Retargeted animations may require individual corrections.

The system also needs to reproduce contact accuracy, balance, distance, momentum, defensive positioning, and physically coherent transitions.

AI can accelerate portions of boxer development, but it does not independently guarantee boxing authenticity.

Developers should measure automation benefits through real production trials instead of assuming a fixed percentage of time savings.

9. Why a Seamless Production Pipeline Matters

A seamless workflow would connect research, character creation, animation, Boxer DNA, tactical AI, testing, and roster integration through one organized system.

Ideally, the process would operate as follows:

  1. Import approved boxer research and physical references.

  2. Generate or update the structured Boxer DNA profile.

  3. Assemble compatible character assets.

  4. Apply stance, movement, and animation configurations.

  5. Assign signature techniques and specialized behavior.

  6. Configure fighting intelligence.

  7. Automatically test technical compatibility.

  8. Flag uncertain or inaccurate characteristics.

  9. Submit the boxer for expert authenticity review.

  10. Approve and integrate the completed fighter into the roster.

Most repetitive technical steps could be automated.

Specialists would focus on individual corrections, distinctive fighting characteristics, and historically accurate representations.

This workflow could also simplify later revisions.

For example, changing a boxer's jab tendency should not require an artist or programmer to rebuild the character.

The appropriate configuration could be adjusted, retested, and integrated through the same pipeline.

10. The Other Meaning of Seamless: Authentic Movement During Gameplay

Production automation should not come at the expense of believable movement.

A completed boxer must transition naturally between techniques.

Mike Tyson should be capable of slipping, shifting his weight, stepping forward, and throwing a left hook as a physically coherent sequence.

Joe Frazier should transition between pressure, defensive weaving, and punching without repeatedly returning to generic neutral animations.

Pernell Whitaker should be capable of creating defensive angles and countering from positions that reflect his technical characteristics.

A robust system must account for:

  • Foot placement and balance.

  • Punch trajectories and recovery.

  • Body rotation and weight transfer.

  • Range and positioning.

  • Guard transitions.

  • Contact and collision responses.

  • Stamina and fatigue.

  • Movement interruptions.

  • Individual timing and rhythm.

  • Boxer-specific technical differences.

Motion matching, retargeting, inverse kinematics, and procedural animation can help, but boxing-specific engineering remains necessary.

Seamless production and seamless movement are separate goals.

Both must be achieved.

11. Testing 300 Boxing Personalities for Authenticity

A company should not declare its roster authentic simply because 300 fighters have unique Boxer DNA files.

Those configurations must produce genuinely distinctive behavior in actual gameplay.

A Boxer Authenticity Testing Laboratory could run controlled matches against a variety of opponent styles and collect information about each fighter's performance.

Tests could examine:

  • Punch selection and combinations.

  • Defensive preferences.

  • Ring positioning.

  • Distance management.

  • Pressure and aggression.

  • Tactical adaptation.

  • Reactions to fatigue and injuries.

  • Individual mannerisms.

  • Signature movement frequency.

  • Behavioral similarity between fighters.

Research specialists could compare the virtual boxers with historical evidence.

Automated testing could identify suspiciously repetitive behavior, animation incompatibilities, and incorrect configurations.

However, authenticity should not be confused with maximizing differences.

Two real fighters may legitimately share similar techniques.

The goal is to reproduce meaningful historical individuality rather than introduce artificial variations for the sake of making every boxer look different.

12. A More Reliable Development Strategy

Instead of immediately committing to 300 completed fighters, a studio should validate its technology through progressively larger production groups.

Phase One: Establish the Core Systems

Develop the Boxer DNA architecture, character factory, animation framework, tactical AI, research database, and automation tools.

Phase Two: Build 10 Technically Distinct Boxers

Select fighters who challenge the technology in different ways.

Mike Tyson, Muhammad Ali, Joe Frazier, Pernell Whitaker, Roberto Durán, and Thomas Hearns would provide useful examples.

These fighters should be taken through the complete production process, including authenticity validation.

Phase Three: Expand to 30 Boxers

Add different weight divisions, genders, eras, physiques, stances, and specialized techniques.

Measure actual production time, animation reuse, accuracy, and testing requirements.

Phase Four: Expand to 100 Boxers

Use the results from the first 30 fighters to improve production automation and specialist workflows.

Identify remaining bottlenecks before scaling further.

Phase Five: Complete 300 Boxers

Expand production through multiple coordinated teams while maintaining consistent acceptance standards.

Phase Six: Final Roster Audit

Conduct comprehensive technical and authenticity reviews, including interactions between different boxer styles.

These phases may overlap where appropriate.

However, developers should not scale production around an unvalidated process.

The first 10 to 30 fighters should establish how long the remaining roster will realistically take.

That measurement would be more reliable than promising a six-month schedule before the core technology has demonstrated its production capacity.

13. The Long-Term Value of Building the System Properly

A reusable Boxer DNA architecture would continue delivering benefits after the first 300 fighters were finished.

It could support additional licensed boxers, historical career variations, fictional fighters, amateur boxing, Career Mode, Create-A-Boxer, and extensive user-created boxing universes.

The same foundation could also support the natural development of fighters across different career stages.

Consider separate historical versions of Mike Tyson.

His appearance, attributes, capabilities, tendencies, technical characteristics, and tactical behavior could change across different periods without requiring entirely separate gameplay systems.

The same could apply to Muhammad Ali, George Foreman, Roberto Durán, and countless other fighters.

This is particularly valuable for a boxing simulation with deep historical, amateur, and career systems.

The production pipeline should be designed to support future expansion rather than only the initial launch roster.


Conclusion: How Long Should 300 Authentic Boxers Really Take?

Modern technology offers development companies meaningful opportunities to create larger and more authentic boxing rosters more efficiently.

But production estimates must be evaluated against what the company is actually delivering.

Three hundred preliminary playable characters could potentially be generated within a few months by an experienced studio with mature tools and extensive reusable content.

That does not mean 300 authentic boxing personalities have been completed.

A feature-complete roster requires substantially more individualized implementation.

A release-ready roster demands additional authenticity validation, animation refinement, tactical testing, historical accuracy, and technical approval.

For an established and highly organized production operation, six to twelve months is an aggressive but plausible target to investigate for 300 high-fidelity, authenticity-validated fighters, assuming the underlying game and production systems are already functioning.

A particularly demanding roster may require considerably longer.

Developing the technology and roster from scratch could require multiple years.

The important question is not simply how quickly a company can produce 300 character models.

It is whether that company can establish a scalable, scientifically testable, boxing-informed production process capable of generating hundreds of believable individual fighters.

Mike Tyson should not merely look like Mike Tyson. He should move, punch, defend, react, and make decisions in ways that reflect Mike Tyson.

The same standard should apply to Muhammad Ali, Joe Frazier, Pernell Whitaker, Roberto Durán, and every other fighter in the roster.

A development company that builds the right technology could significantly shorten repetitive production work while increasing the depth and individuality of its fighters.

But authenticity must remain the standard by which completion is measured.

A prototype proves a fighter can function. A feature-complete boxer proves the intended systems have been implemented. An authenticity-validated boxer demonstrates recognizable boxing identity. A release-ready boxer has passed the required technical, gameplay, and quality standards.

Those milestones should never be confused.

And ultimately, the clearest test of a revolutionary boxing roster remains this:

If developers removed the names, faces, trunks, and introductions from all 300 fighters, could knowledgeable boxing fans still recognize many of them simply by watching how they fight?

That is the difference between having 300 boxer models and having 300 authentic boxing personalities.

A Realistic Boxing Game Can Make a Hardcore Fan Out of a Casual.

Poe Speaks… | The Boxing Videogame Blueprint/Wishlist

Who Should Decide a Boxer's Ratings? Boxing Experts or Casual Gamers?

 

Who Should Decide a Boxer's Ratings? Boxing Experts or Casual Gamers?

Are Boxing Knowledge, Research, and Experience Being Undervalued in Realistic Boxing Videogames?

Poe & The Community Speaks… | TalkShoe & YouTube

Introduction: Who Is Actually Qualified to Evaluate a Boxer?

I have a serious question for the gaming industry, videogame developers, publishers, professional boxers, trainers, content creators, hardcore boxing enthusiasts, and casual gamers.

Who should have the greatest influence over a boxer's ratings, attributes, tendencies, traits, capabilities, and overall identity in a realistic boxing videogame?

Should it be someone who has spent decades studying boxing, analyzing complete fights, understanding fighter techniques, and researching boxing history?

Or should someone who occasionally watches boxing, recognizes a few popular fighters, and enjoys playing videogames have an equally authoritative voice?

Before anyone misunderstands my position, I'm not saying casual gamers shouldn't have opinions or participate in developing a better gaming experience.

They absolutely should.

But there's a significant difference between providing feedback about a videogame and possessing the knowledge necessary to evaluate whether that videogame accurately represents professional boxing.

I believe knowledgeable hardcore boxing fans should have a central role in evaluating boxer authenticity, alongside qualified boxing historians, researchers, analysts, trainers, coaches, referees, judges, experienced boxers, and other specialists.

And I believe that same principle should apply to other sports simulations and gaming genres.

If dedicated arcade fighting-game enthusiasts deserve respect for their knowledge of fighting-game mechanics, why shouldn't dedicated boxing enthusiasts receive comparable respect for their knowledge of actual boxing?

The issue isn't whether everyone deserves respect.

The issue is whether every opinion should carry equal authority when specialized knowledge is required.

My answer is no.


1. Boxing Has Specialists for a Reason. Why Aren't We Fully Utilizing Them?

Let's consider how many different disciplines exist within boxing.

The sport is supported by individuals who specialize in its history, regulations, technical execution, officiating, training, competition, statistical analysis, and fighter development.

These aren't interchangeable disciplines.

Each offers knowledge that could contribute to a realistic boxing videogame.

The Boxing Specialists Developers Should Be Consulting

Boxing specialistKnowledge and value contributed
Boxing HistorianHistorical eras, fighter development, stylistic evolution, historical comparisons, and authenticity.
Boxing ResearcherFight footage, documented evidence, boxer histories, technical observations, and verified source material.
Boxing AnalystFighting strategies, boxer strengths and weaknesses, tactical adjustments, ring intelligence, and stylistic matchups.
Boxing Technical AnalystPunch mechanics, footwork, defensive techniques, stance, posture, balance, positioning, and movement.
Boxing CommentatorFighter identities, recurring tendencies, tactical storytelling, recognizable styles, and broadcast presentation.
Boxing StatisticianPunch frequency, punch selection, measurable performance patterns, and statistical interpretation.
Boxing TrainerPhysical conditioning, punching technique, defensive preparation, boxer development, and training methods.
Boxing CoachTactical instruction, strategic adaptations, corner advice, opponent preparation, and skill development.
Boxing ConsultantSpecialized boxing knowledge, authenticity review, technical feedback, and identification of inaccuracies.
Boxing JudgeRound scoring, effective punching, ring generalship, defense, and judging procedures.
Boxing RefereeFouls, knockdowns, clinching, stoppages, referee positioning, warnings, and ring enforcement.
Boxing CommissionerRegulations, licensing, medical requirements, officiating structures, jurisdictional rules, and event oversight.
Boxing MatchmakerOpponent selection, fighter development, competitive matchmaking, career progression, and realistic bout scheduling.
Boxing Records ResearcherVerified records, opponent histories, career timelines, weight-class history, and statistical accuracy.

And that list shouldn't end there.

We should include experienced amateur and professional boxers, qualified biomechanics specialists, cutmen, boxing journalists with demonstrated research expertise, and dedicated hardcore boxing enthusiasts who have spent years studying the sport.

Now ask yourself something.

Why wouldn't developers want this level of knowledge helping establish the foundation of their boxing simulation?

Why wouldn't they want technical analysts studying defensive movements?

Why wouldn't they want historians researching fighters from different eras?

Why wouldn't they want experienced referees examining how fouls, knockdowns, and stoppages are represented?

Why wouldn't they want statisticians and researchers examining boxer tendencies instead of making assumptions based on reputation?

It's important to recognize that these professional titles do not automatically qualify someone to evaluate every aspect of boxing. Expertise must be specific and demonstrated.

A boxing historian might possess exceptional knowledge of a particular era but limited knowledge of videogame programming.

An experienced trainer might understand technique exceptionally well but have little familiarity with certain historical fighters.

A boxing commentator may recognize stylistic patterns but still need technical research to validate a particular assessment.

The purpose of consulting specialists isn't to place celebrities or job titles above everyone else. It's to bring relevant expertise into the decisions that require it.


2. Hardcore Boxing Fans Are an Underutilized Source of Knowledge

Here's another group that I believe developers frequently underestimate.

Hardcore boxing enthusiasts.

I'm not talking about someone who claims to be a hardcore fan simply because they own boxing merchandise or watch major pay-per-view events.

I'm talking about individuals who regularly study complete fights.

People who understand different fighting styles, defensive systems, punching techniques, footwork patterns, historical eras, and strategic adjustments.

People who can explain why Larry Holmes, Sonny Liston, Muhammad Ali, and Thomas Hearns shouldn't all share identical jab animations or behavioral tendencies.

People who recognize that Floyd Mayweather Jr.'s defensive habits shouldn't be reduced to the same generic blocking system assigned to every other boxer.

People who understand why Mike Tyson's head movement, stance, explosive entries, counterpunching, and combination transitions are essential components of his identity.

People who recognize how Roberto Durán's inside fighting, hand positioning, feints, and defensive awareness contributed to his success.

And people who understand why evaluating fighters requires examining the opposition they faced, their physical condition, and the periods of their careers being represented.

Some dedicated fans have spent decades collecting footage, reading historical records, studying techniques, and comparing fighters across generations.

Should their contributions automatically be dismissed because they don't possess a professional boxing title?

Absolutely not.

Being a professional boxer doesn't automatically make someone an expert on every boxer, just as being a hardcore fan doesn't automatically make someone correct.

Relevant knowledge, evidence, experience, and analytical ability should determine credibility.

A knowledgeable boxing enthusiast who has studied dozens of Pernell Whitaker's complete fights may provide more useful information about Whitaker's specific tendencies than a famous former boxer who has only watched a handful.

And an experienced professional trainer may possess technical knowledge that the enthusiast lacks.

These contributions should complement and challenge one another.

That's how you develop a credible boxer evaluation process.


3. Not Every Opinion Is Equally Informed

There's something the gaming industry needs to stop confusing.

Everyone having the right to an opinion doesn't mean every opinion is equally informed.

Suppose developers ask the entire gaming community to determine who possesses the best defense in boxing history.

Some respondents might select whichever fighter they recognize.

Others might choose their personal favorites.

Some might rely entirely on social media clips or knockout highlights.

Meanwhile, an experienced analyst might distinguish between defensive positioning, anticipation, distance management, slipping, rolling, parrying, blocking, and counterpunch timing.

Those are different levels of evaluation.

Consider Muhammad Ali.

Someone who primarily watches highlights from his younger years might associate him with exceptional foot speed, reflexes, and movement.

But evaluating Ali throughout his entire career requires acknowledging how his movement, physical condition, tactical approach, and defensive choices evolved.

The same principle applies to Mike Tyson, Sugar Ray Leonard, Roberto Durán, Evander Holyfield, and countless others.

A boxer shouldn't automatically receive the same attributes at age twenty-three that they possessed at age thirty-eight.

A realistic boxing videogame needs to represent fighters as they actually performed during the periods being modeled, not merely as people remember them.

Recognizing a famous name isn't the same as understanding a fighter's abilities.

And popularity isn't a substitute for research.


4. Boxer Ratings Shouldn't Be Popularity Contests

Imagine a company posting a survey asking:

  • Who deserves the highest punching-power rating?

  • Who has the best defense?

  • Who possesses the greatest ring intelligence?

  • Who has the fastest hands?

  • Who deserves the highest overall rating?

Now imagine the survey is distributed without distinguishing between boxing historians, technical analysts, knowledgeable fans, casual viewers, and gamers who rarely watch boxing.

What exactly would the results establish?

They might reveal which fighters are most recognizable.

They might reveal which boxers have the most passionate fan bases.

They might reveal generational preferences.

But they wouldn't necessarily establish which fighters possess the strongest attributes.

A boxer with a high knockout percentage isn't automatically the hardest puncher in history.

A fighter with relatively few losses isn't automatically the most technically skilled.

And a boxer with a massive social media following isn't automatically superior to a lesser-known historical champion.

Ratings should consider opposition quality, demonstrated performance, technical execution, consistency, physical characteristics, stylistic matchups, and the available historical evidence.

Statistics are valuable, but they also need context.

Punch statistics, for example, don't always explain how difficult a punch was to land, the circumstances surrounding its execution, or the tactical effect it produced.

Historical boxing data can also be incomplete, particularly for fighters from earlier eras.

That uncertainty should be acknowledged rather than disguised behind seemingly precise numbers.

A majority vote can establish popularity. It cannot automatically establish technical or historical accuracy.


5. A Boxer Is More Than Numbers on a Ratings Screen

This is one of the biggest issues I have with how boxing videogames traditionally represent fighters.

A boxer isn't simply a collection of generalized attributes.

Every fighter possesses a distinctive combination of capabilities, tendencies, traits, behaviors, physical characteristics, strengths, weaknesses, and technical habits.

If developers want to claim their game is realistic, those differences must be represented meaningfully.

Attributes

These describe a boxer's measurable or estimated abilities.

Examples include punching power, hand speed, reaction speed, balance, endurance, durability, recovery, coordination, and physical explosiveness.

Tendencies

These describe how frequently or under what conditions a boxer chooses particular actions.

Examples include throwing double jabs, attacking the body, counterpunching, applying pressure, circling, clinching, fighting off the ropes, or initiating exchanges.

Traits

These represent distinctive characteristics that influence behavior and performance.

Examples include exceptional composure, strategic patience, resilience under pressure, adaptability, or a demonstrated tendency to become reckless when hurt.

Technical Capabilities

These represent what a boxer is capable of executing.

Examples include different jab variations, counterpunches, defensive maneuvers, pivots, feints, inside-fighting techniques, and specialized combinations.

Mannerisms and Fighting Identity

These include stance, posture, rhythm, guard positioning, signature movements, punch delivery, and recognizable behavioral patterns.

Situational and Physical Variables

These determine how abilities change under different circumstances.

Examples include fatigue, injuries, accumulated punishment, psychological pressure, weight changes, aging, opponent styles, and fight strategy.

These systems must interact without becoming interchangeable.

A boxer might possess the technical capability to throw an excellent uppercut but rarely use it.

Another boxer might throw uppercuts frequently without being particularly accurate.

A fighter might possess outstanding defensive skills but neglect them when becoming overly aggressive.

What a boxer can do isn't necessarily what that boxer prefers to do.

That distinction is essential to authentic boxer representation.

And it raises an important question.

Who should help evaluate these differences?

Someone who understands the fighter's actual habits and technical abilities?

Or someone who simply wants the boxer to feel powerful because that fighter is their favorite?


6. Why Would Casual Gamers Have Equal Authority Over Specialized Boxing Decisions?

Let's reverse the situation.

Suppose I decide to participate in a competitive Street Fighter discussion.

I haven't studied the game's frame data.

I don't understand the character matchups.

I don't know the competitive mechanics.

But I insist on determining how characters should be balanced because I'm a paying customer.

Would experienced Street Fighter players automatically accept my judgments?

Probably not.

And why should they?

Now imagine I approach a basketball simulation and begin dictating which players deserve certain defensive-awareness ratings, shooting tendencies, or tactical capabilities without understanding those players or their performances.

Would knowledgeable basketball fans accept that?

What about a racing simulation?

Should someone who barely understands motorsport dynamics have the same authority over tire behavior, braking performance, or vehicle handling as qualified specialists and experienced simulation enthusiasts?

Of course expertise should matter.

So why should realistic boxing videogames be treated differently?

If casual gamers and arcade fighting-game enthusiasts expect their communities' knowledge to be respected, they should extend that same consideration to knowledgeable boxing fans.

This isn't about declaring one type of gamer superior to another.

It's about recognizing that different videogames and design decisions require different areas of knowledge.

A person may be an exceptionally skilled competitive gamer and still know very little about actual boxing.

Likewise, a boxing historian may know practically everything about a fighter's career but very little about designing responsive videogame controls.

Neither person's expertise should be misrepresented.

Being highly qualified in one field doesn't automatically qualify someone to make authoritative judgments in another.


7. Casual Gamers Still Have an Important Role

Now, don't confuse my argument with saying casual gamers shouldn't be consulted.

They absolutely should.

A realistic boxing simulation should be accessible to people who don't already understand boxing.

A newcomer may notice confusing controls, inadequate tutorials, unintuitive menus, poor feedback, or frustrating difficulty settings.

Those observations matter.

Casual gamers can help developers understand how someone learns the mechanics and experiences the sport for the first time.

Experienced competitive players can help evaluate responsiveness, input consistency, networking, and competitive rulesets.

Hardcore boxing enthusiasts can help evaluate authenticity.

Qualified boxing specialists can contribute technical, historical, statistical, and regulatory knowledge.

Developers and QA specialists must evaluate whether the systems are technically feasible, correctly implemented, and functioning as designed.

And these groups can contribute beyond their primary areas whenever they possess relevant knowledge.

But here's where I draw the line.

A casual player saying a game is difficult shouldn't automatically result in removing realistic boxing mechanics.

It might mean the game needs better tutorials, clearer feedback, more intuitive controls, or adjustable assistance systems.

There is a fundamental difference between improving accessibility and sacrificing authenticity.

A realistic boxing game should teach players why distance, defense, timing, conditioning, and ring positioning matter.

It shouldn't automatically remove those considerations because some players haven't learned them yet.

I've said it before, and I'll continue saying it:

"A Realistic Boxing Game Can Make a Hardcore Fan Out of a Casual."

But that becomes much harder when developers remove the depth that could teach newcomers what makes boxing special.


8. Boxing Consultants Shouldn't Be Used as Marketing Decorations

Here's another issue developers need to confront.

It's not enough to hire a professional boxer, put that person in a promotional video, and then announce that the game was developed with professional boxing expertise.

What did the consultant actually contribute?

What systems did they evaluate?

Were they asked to examine punching mechanics, defensive positioning, footwork, fatigue, and fighter reactions?

Were they involved in reviewing boxer-specific tendencies and traits?

Did developers implement their recommendations?

Were the implemented systems subsequently tested?

And if the consultant identified inaccuracies, were those concerns investigated?

These are legitimate questions.

A professional boxer can provide tremendous firsthand knowledge of the sport, but that doesn't automatically make the boxer an expert in animation technology, videogame AI, historical fighter research, or simulation architecture.

Similarly, a developer might possess exceptional programming skills without understanding the technical differences between boxing styles.

Authenticity requires collaboration, not celebrity endorsement alone.

A credible consultation process should document the expertise being used, the questions being investigated, the recommendations provided, and the evidence supporting important decisions.

That doesn't require companies to publish confidential development information.

It requires a meaningful internal process rather than relying on someone's reputation as proof that the game is accurate.


9. Developers Need a Boxer Authenticity Review Panel

If I were advising a company developing a serious boxing simulation, I would recommend establishing an independent, multidisciplinary Boxer Authenticity Review Panel.

This group would examine how real boxers are represented before their researched profiles become the game's default.

It would combine knowledgeable hardcore boxing enthusiasts with historians, researchers, analysts, experienced boxers, trainers, coaches, statisticians, technical specialists, and relevant officials.

But members wouldn't simply vote according to personal preferences.

They would be assigned responsibilities based on their demonstrated expertise.

How the Evaluation Process Should Work

Step 1: Research the boxer.

Collect available fight footage, documented records, historical analysis, physical information, opponent histories, and relevant firsthand accounts.

Step 2: Examine complete fights.

Study fighters against different opponents, fighting styles, and competitive conditions rather than relying exclusively on highlights.

Step 3: Separate the boxer's characteristics.

Evaluate attributes, capabilities, tendencies, traits, movement signatures, and situational behaviors independently before examining their interactions.

Step 4: Use specialized reviewers.

Assign relevant specialists to technical, historical, statistical, strategic, and regulatory questions.

Step 5: Document disagreements.

When reviewers disagree, examine the evidence rather than automatically deferring to seniority, celebrity, professional status, or popularity.

Step 6: Record evidence and confidence levels.

Differentiate well-documented characteristics from estimates and uncertain historical interpretations.

Step 7: Build the boxer profile.

Translate the findings into the videogame's Boxer DNA, ratings, AI behavior, animations, and simulation systems.

Step 8: Test actual boxer behavior.

A fighter possessing authentic ratings on a menu doesn't guarantee that the fighter behaves authentically during a bout.

The AI must demonstrate the appropriate tendencies, techniques, defensive responses, and tactical adjustments.

Step 9: Conduct independent review.

Allow knowledgeable reviewers to identify inaccuracies and challenge unsupported evaluations.

Step 10: Maintain and revise the profiles.

Update active fighters when substantial new evidence or performance warrants changes. Correct historical profiles when better research becomes available.

This creates a structured approach to authenticity rather than one dependent on the preferences of whichever individual happens to have the final say.


10. Boxer Ratings Shouldn't Be Manipulated Simply to Balance Online Competition

Another concern involves competitive balance.

Should a fighter's researched punching power be reduced simply because competitive players think the boxer is too dangerous?

Should a defensive specialist lose authentic defensive capabilities because other players find that style frustrating?

Should developers artificially equalize fighters with very different physical and technical abilities?

I don't believe researched boxer authenticity should be compromised merely to force everyone into the same competitive mold.

Boxing isn't naturally balanced.

Some fighters are faster.

Some possess greater punching power.

Some have exceptional defensive abilities.

Others excel at pressure fighting, counterpunching, distance control, or inside fighting.

Those differences create stylistic matchups and strategic challenges.

If every boxer is artificially equalized, what happens to the characteristics that made those fighters unique?

The better solution is to separate the objectives.

A simulation ruleset should preserve researched fighter differences.

Competitive rulesets can offer optional standardized conditions or clearly identified balancing adjustments.

Casual players can have accessible settings without forcing those modifications onto the entire simulation.

Offline players should retain the freedom to customize ratings, traits, tendencies, rules, and fighter behavior within their own universes.

Competitive balance should not silently replace boxer authenticity.


11. Let Players Customize Boxers Without Replacing the Researched Default

I also believe a sophisticated boxing videogame should allow players extensive control over boxer creation and editing.

Want to change a fighter's attributes?

You should be able to.

Want to recreate a historical version of a boxer?

You should have the appropriate tools.

Want to adjust tendencies, capabilities, mannerisms, and traits?

Those options should exist.

Want to create alternative boxing histories, fantasy matchups, or custom fighter profiles?

A comprehensive creation suite should support those experiences.

But that freedom doesn't mean the game's official boxer profiles should be determined through unrestricted popularity voting.

The researched default should represent the developer's best evidence-based interpretation of the fighter.

Players can then create their own interpretations without requiring everyone else to use them.

This respects two important principles simultaneously.

Authenticity should be researched.

Customization should remain available.

Neither principle requires sacrificing the other.


12. Stop Confusing Community Engagement With Authenticity Research

The gaming industry frequently promotes community engagement.

Companies publish polls, distribute surveys, consult content creators, and invite opinions from broad audiences.

That's valuable when the questions are appropriate.

But developers need to distinguish between collecting preferences and establishing factual or technical accuracy.

Asking whether people prefer a particular camera angle is different from asking them to evaluate a historical fighter's defensive tendencies.

Asking whether the controls are approachable is different from asking whether a boxer's punching mechanics are biomechanically credible.

Asking whether players enjoy a certain gameplay feature is different from asking whether that feature accurately represents boxing.

Those questions require different evaluation methods and, sometimes, different expertise.

A survey involving thousands of casual players may provide excellent information about accessibility.

A carefully documented technical review involving a smaller number of qualified specialists may provide much stronger evidence about punching mechanics.

Neither group needs to be dismissed.

They need to be asked the right questions.

The problem begins when developers treat popularity, engagement numbers, or general gaming experience as substitutes for specialized boxing knowledge.

And when hardcore boxing enthusiasts question questionable movements, inaccurate fighter behavior, missing boxing techniques, or unrealistic tactical systems, those concerns shouldn't automatically be dismissed as nitpicking.

If a company markets realism, it should expect its representation of boxing to be examined.

The more seriously a company claims authenticity, the more seriously it should welcome evidence-based scrutiny.


13. Respecting Expertise Doesn't Mean Silencing the Community

I want to emphasize something because this debate can easily become unnecessarily divisive.

Casual gamers aren't the enemy.

Competitive players aren't the enemy.

Content creators aren't automatically unqualified.

And professional boxing figures aren't automatically infallible.

The objective should be to establish a development process that recognizes different forms of knowledge and experience.

A casual gamer might identify an accessibility problem that every hardcore boxing enthusiast missed.

A dedicated boxing fan might recognize an inaccurate fighter tendency that a professional trainer overlooked.

A historian might correct an inaccurate career timeline.

An experienced referee might identify a problem with knockdown procedures.

A technical analyst might demonstrate why a particular jab animation doesn't properly represent the fighter.

And an experienced developer might explain why a proposed mechanic requires a different implementation approach to function reliably.

All those contributions can be valuable.

But their value should be judged according to the issue being evaluated.

Equal opportunity to contribute is not the same thing as equal authority over every specialized decision.

That isn't elitism.

It's recognizing the difference between informed judgment and personal preference.


14. The Industry Should Be Asking Better Questions

Rather than asking the entire gaming community to decide which boxer deserves the highest rating, developers should ask more precise questions.

For boxing historians and researchers:

What evidence supports this fighter's historical profile?

For boxing technical analysts:

Which techniques, movement patterns, and defensive habits distinguish this boxer?

For experienced boxers and trainers:

How should the fighter's technical and physical characteristics influence performance?

For statisticians:

What measurable patterns can be identified, and what are the limitations of the data?

For judges and referees:

How should officiating and scoring systems behave under the applicable rules?

For hardcore boxing enthusiasts:

Which boxer-specific details are missing, inaccurate, or insufficiently researched?

For casual gamers:

How effectively does the game communicate its systems, teach its mechanics, and provide an approachable experience?

For competitive players:

How responsive, consistent, and fair are the controls and competitive rules under the selected conditions?

For developers and QA specialists:

Do the implemented systems faithfully translate the intended behavior, and can that behavior be demonstrated through testing?

These questions do not eliminate disagreement.

They create a more credible way to investigate it.

And that is far more useful than treating every design decision as a popularity contest.


Final Thoughts: Boxing Knowledge Must Have Value

Here's where I stand.

Knowledgeable hardcore boxing enthusiasts and qualified boxing specialists should have substantially greater influence over authenticity evaluations than uninformed casual opinions.

Not because casual gamers are less important as customers.

Not because professional titles automatically make someone correct.

And not because only a select group should be allowed to enjoy the game.

But because accurately representing boxing requires knowledge of boxing.

If developers want to determine a fighter's historical record, consult verified records and qualified researchers.

If they want to evaluate defensive techniques, consult people who understand defensive boxing.

If they want to recreate authentic fighting tendencies, study actual fighters and consult people who can analyze those behaviors.

If they want to implement realistic judging or refereeing, involve people who understand officiating.

If they want to know whether newcomers can learn the game, ask newcomers.

And if they want to determine whether their technology can implement these systems, involve qualified game developers, engineers, animators, and testers.

Different questions require different expertise.

I wouldn't expect my opinions about an arcade fighting game's competitive mechanics to outweigh those of someone who has spent years mastering that game.

I wouldn't expect to dictate a basketball simulation's player tendencies without thoroughly understanding basketball.

So I don't believe someone who barely understands boxing should automatically possess equal authority over the authenticity of boxers in a realistic boxing videogame.

There is a place for everyone in the development process.

But there must also be standards.

A boxing game shouldn't confuse fan popularity with historical accuracy, celebrity endorsement with technical validation, or general community voting with researched authenticity.

And if a company claims to be developing a realistic boxing simulation, it should be prepared to demonstrate that the sport was studied, understood, and represented with care.

Because the ultimate question isn't simply who gets to decide a boxer's ratings.

The real question is whether those ratings are based on boxing knowledge or on the preferences of people who may not understand what they're evaluating.

That's a distinction the industry needs to take seriously.

And until it does, we'll continue seeing arguments over fighters who don't move, defend, react, punch, or behave the way their real-life counterparts did.

I've said it for years:

"A Realistic Boxing Game Can Make a Hardcore Fan Out of a Casual."

But first, developers have to respect the knowledge and research required to create that realistic experience.

Poe Speaks…

#BringBackESBC #BKSB #BoxingVideogames #BoxingSimulation #BoxingHistory #HardcoreBoxingFans #GameDevelopment #BoxerRatings #RealisticBoxing #PoeAndTheCommunitySpeaks

TalkShoe and YouTube discussion questions

  1. Should knowledgeable hardcore boxing fans have greater influence over boxer authenticity than casual gamers?

  2. Are boxing historians, researchers, analysts, trainers, coaches, and experienced boxers being utilized effectively by videogame companies?

  3. Should a boxing professional's reputation automatically outweigh detailed research by an independent boxing enthusiast?

  4. Should developers publicly explain how they research and evaluate boxer ratings?

  5. Are community surveys being used to determine authenticity when they should primarily be measuring player preferences?

  6. Should simulation authenticity and competitive gameplay balance be evaluated separately?

Recommended closing question for the audience:

"If you wouldn't allow someone who knows very little about your favorite game to dictate its technical mechanics, why should someone who knows very little about boxing dictate how actual boxers are represented in a realistic boxing videogame?"

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