Skip to main content

Topics for Episode 76


My co-host(AAJpax can expand with his own answers or points

Topics for the Next Episode


1. “Why Are Boxing Games Still Behind in 2025?”

A breakdown of why boxing videogames are still struggling with:

  • AI evolution

  • Tendencies and styles

  • Realistic punch logic

  • Footwork and movement systems

  • Lack of simulation modes

  • Publishers misunderstanding boxing fans

Angle: Show how other sports advanced while boxing stayed stagnant.


2. “The Disconnect Between Boxers and Boxing Videogames”

Why current pros and legends rarely promote the games they’re in.
Talk about:

  • Lack of realism = no pride in representation

  • Boxers don’t feel the game reflects their craft

  • Younger athletes don’t grow up playing boxing games anymore

  • SCI’s failure to build relationships or hype

  • What it would take for boxers to be excited again


3. “Offline vs Online: Why Both Matter”

Discuss:

  • Online players insisting offline is a waste

  • Why offline carries long-term longevity

  • Career mode importance

  • AI depth vs. PvP chaos

  • Sales impact when offline is weak

  • Historical context from Fight Night


4. “What a Realistic Boxing Game Would Actually Look Like”

Break down:

  • Tendencies

  • Footwork systems

  • Counter windows

  • Real punch mechanics

  • AI ring IQ

  • Physics-based blocking

  • Career, creation suite, weight, fatigue systems

  • Authentic pacing vs arcade pacing


5. “Content Creators vs. The Truth About Undisputed”

A fearless conversation about:

  • Echo chambers

  • Protecting SCI instead of the sport

  • Being afraid to speak up

  • Community platforms choosing hype over honesty

  • How creators could help fix the game instead


6. “The Death of Boxing Videogames Is a Myth — Here’s Why”

Cover:

  • Massive demand

  • AI breakthroughs

  • Real boxers wanting accurate representation

  • Dev tools available today

  • Lack of leadership and vision in current studios

  • What a new dev team could accomplish with community-driven design


7. “The Creation Suite of the Future”

Talk about:

  • Player shops

  • Gear marketplace

  • Fantasy boxer contracts

  • Tattoos, body types, scars, tendencies, traits

  • How 2K/EA elevated customization in other sports

  • How a real boxing game could surpass them


8. “Would Fight Night Champion Survive Today?”

Use:

  • Data comparisons

  • FNC vs. Undisputed vs. modern tech

  • Why FNC is overrated

  • What people forget about it

  • Why nostalgia saved it

  • What would a true FNC successor look like?


9. “Where Is the Leadership in Boxing Videogames?”

Investigate:

  • SCI’s direction changes

  • Lack of transparency

  • Hiring people with no boxing background

  • Industry missteps

  • Why boxing games need experts, consultants, real trainers, and veteran devs


10. “What Players Actually Want – Not What Companies Think They Want”

Discuss:

  • Survey data

  • Fan feedback

  • Casual vs hardcore myths

  • Why realism is not the enemy

  • How boxing gameplay can scale difficulty without being slugfest-only

  • The power of simulation as default with adjustable layers



 My Podcast Answers to Each Talking Point


1. “Why Are Boxing Games Still Behind in 2025?”

Answer:
Boxing games are behind because nobody leading these projects understands the sport at a deep enough level to translate it into mechanics. Every other sports genre evolved — FIFA added layers of AI behavior, 2K built entire ecosystems around tendencies and animations, MLB refined simulation physics, and even golf and UFC reinvented their gameplay frameworks.

Boxing stayed stuck because studios chased highlight-reel knockouts instead of realism. Dev teams think boxing is only punching, when the sport is actually strategy, timing, footwork, styles, patterns, feints, setups, fatigue, and small decisions that separate levels of fighters. Without people who understand those layers, the games stay surface-level and shallow.

The technology exists. The knowledge exists. The passion exists. What’s missing is leadership that respects boxing as a science, not just a button-mashing fighting game.


2. “The Disconnect Between Boxers and Boxing Videogames”

Answer:
Most boxers don’t promote boxing videogames because they don’t feel represented. They see the gameplay, and the first thing they think is: “That’s not me.” Punches don’t look like theirs. Styles don’t match. Power doesn’t match. Defense is wrong. Movement is wrong.

If the game doesn’t honor their craft, why would they attach their credibility to it?

Another issue: Many modern boxers didn’t grow up with Fight Night or older games. They’re not emotionally invested like NBA players are in 2K or NFL players are in Madden. And because the current games don’t feel authentic, they don’t see the connection.

For boxers to care again, the game needs to feel like boxing — not a loose interpretation of it.


3. “Offline vs Online — Why Both Matter”

Answer:
Offline is where your long-term audience lives. Online is where your competitive audience lives. When a boxing game ignores offline, it destroys replay value, kills sales, and loses the casuals and single-player fans who don’t want lag, spam, unstable netcode, or toxic matchmaking.

Career mode = longevity
AI depth = immersion
Offline = story, progression, legacy

And here’s the truth: offline players massively outnumber online players in almost every sports game, especially boxing. If a studio sacrifices offline because “online fans don’t care,” they are sabotaging their own success.

The sport deserves both. Not one or the other.


4. “What a Realistic Boxing Game Would Actually Look Like”

Answer:
A real boxing game should feel like chess with punches, not constant brawling. Realism doesn’t mean slow — it means people react like boxers:

  • Footwork that changes angles and tempo

  • Tendencies that influence how styles match up

  • Ring IQ dictating decisions

  • Defensive layers (parry, block, roll, slip, shoulder roll, catch-and-shoot)

  • Feints that actually affect the opponent

  • Punches with realistic weight, arc, and impact

  • Stamina systems that punish poor decisions

  • AI that learns patterns and adapts

  • Clinching that matters

  • Judges, damage, swelling, and pacing that feel like a true fight

Players should have freedom to fight like Ali, Tyson, Chávez, Whitaker, Mayweather, or Holyfield — not just “light punch, heavy punch” arcade patterns.


5. “Content Creators vs. The Truth About Undisputed”

Answer:
Most content creators don’t want drama. They want access, early codes, interviews, and a peaceful relationship with the studio. So they play safe. They avoid criticizing the game’s biggest issues and focus on patch notes, DLC boxers, or surface-level commentary.

The problem? That creates an echo chamber. The community gets no accountability, no transparency, no honest critique — just marketing.

Creators should be the bridge between the devs and the players. But many choose silence because honesty isn’t “brand-safe.”

If creators spoke up boldly, the game would improve faster. The sport would be represented better. The community would be stronger. Sometimes you need truth more than positivity.


6. “The Death of Boxing Videogames Is a Myth — Here’s Why”

Answer:
Boxing isn’t dead — leadership is. Demand is huge. Social media explodes every time boxing games trend. You have retired pros, amateurs, historians, and hardcore fans begging for a simulation. You have Unreal Engine 5, procedurally driven AI systems, neural animation, and realistic physics — all waiting to be used.

Publishers are scared because they think “boxing is niche.” But look at UFC, WWE, and niche sports games doing big numbers. Combat sports sell when done well.

The truth: boxing games fail because they’re built wrong, not because nobody wants them.

A team with vision could revive the entire genre.


7. “The Creation Suite of the Future”

Answer:
The future of a boxing creation suite is not just “choose shorts and gloves.” It should be a full ecosystem:

  • Player shops

  • Online storefronts for custom gear

  • Tattoos, scars, facial sliders

  • Stances, tendencies, rhythm, footwork patterns

  • Weight-cut behavior

  • Custom entrances

  • Custom trainers

  • Custom crowd chants

  • Custom career narratives

  • Fantasy boxer contracts for matchmaking

This becomes a game within the game — a marketplace, a community, a creative economy.

The creation suite should let players build entire boxing universes.


8. “Would Fight Night Champion Survive Today?”

Answer:
Fight Night Champion wouldn’t survive in a 2025 environment — not with what audiences expect today. It was great for its time, but the mechanics are outdated:

  • Shallow AI

  • Repetitive punch animations

  • Basic footwork

  • Limited tendencies

  • Predictable stamina

  • Surface-level defense

  • No true ring IQ

  • No style matchups

People remember the feeling, not the mechanics. Nostalgia keeps it alive, not realism.

Fight Night was never a true sim. It was a hybrid arcade box-flicking game. In 2025, players want more depth, more authenticity, and more layers.

The legend of Fight Night is bigger than the game itself.


9. “Where Is the Leadership in Boxing Videogames?”

Answer:
Leadership is the missing ingredient. Boxing games fail because they are led by people who understand gaming but not boxing, or boxing but not game systems. You need both. You need people who understand judges, pacing, feints, scoring, micro-tendencies, trainer logic, and the science of styles.

Instead, we get:

  • Trend chasing

  • Analytics-based decisions

  • “We don’t want fights going 12 rounds”

  • Arcade pacing

  • Missing core mechanics

  • Shallow AI systems

Real boxing minds are never at the table. Trainers, cutmen, historians, amateurs, pros — their knowledge never gets translated into gameplay systems.

You can’t authentically build what you don’t respect.


10. “What Players Actually Want — Not What Companies Think They Want”

Answer:
Players want a realistic game as the foundation. Not slow, not hardcore-only — just authentic. Then they want the option to scale it up or down:

Simulation
Hybrid
Arcade

This framework gives both casuals and hardcore fans the experience they want.

What players DO NOT want:

  • Forced slugfests

  • Universal power punching

  • Endless stamina

  • Mirror-match styles

  • No footwork

  • No defense variety

  • 90% KO rates

Players want strategy, identity, IQ, and personality in every fight. They want a sport, not Rock ’Em Sock ’Em Robots.

The industry assumes casuals want chaos. But casuals love depth when it’s presented correctly. That’s why 2K, FIFA, and MLB succeed.


Comments

Popular posts from this blog

EP. 91

   “WHY BOXING GAMES NEED REAL PUNCHING STYLES” 1. The Core Problem With Boxing Games Most boxing games don’t actually simulate how boxers punch — they just assign damage values. Two boxers can look different but feel identical once you’re throwing punches. Punches are treated as buttons, not techniques. This removes identity, strategy, and long-term mastery. Key Point: If punching feels the same, every boxer becomes the same. 2. What “Customizable Punching Styles” Really Means This isn’t just cosmetic animations. It’s a system where each punch has behavior, intent, risk, and context . Punches differ in: Speed Telegraphing Fatigue cost Recovery Counter vulnerability Combo behavior Analogy: Most games give you different guns with the same recoil. This system gives you different shooting mechanics entirely. 3. Why 100 Punches Actually Makes Sense Boxing isn’t just jab, cross, hook, uppercut. A flicker jab is not the...

EP. 128 - Why 2K Is the Best Choice to Make a Boxing Videogame… and How They Could Still Ruin It

  EP. 128 - Why 2K Is the Best Choice to Make a Boxing Videogame… and How They Could Still Ruin It What’s good, everyone, this is Poe , and welcome back to Poe & The Community Speaking Their Minds About Boxing Videogames . Today’s episode is about telling the whole truth , not just the convenient half. Because right now, when people talk about 2K and boxing, the conversation is split: Some say 2K is the best hope boxing games have Others say 2K would destroy boxing with monetization and balance The reality is, it could go either way . So today, we’re answering two questions in one episode: Why 2K is currently the best-positioned company to make a boxing videogame How 2K could still completely ruin boxing if they get the philosophy wrong Let’s talk honestly. Segment 1 - Clearing the Don King Prizefighter Myth Once and for All First, let’s clean up the history. 2K did not develop Don King Prizefighter. They published it. The game was developed by Venom...

Boxing Hijacked: Poe, Leafy, and Guests Break Down the Implosion of Undisputed

🎙️ Podcast Title: TalkShoe Presents 🎧 Episode 14: Poe Speaking His Mind About Boxing Videogames 🎙️ Host: Poe & Leafy(with Special Guests) ⏱ Runtime Target: ~60+ minutes 🎵 Intro Theme: [Poe's Intro] 🎤 INTRO SEGMENT (0:00–2:30) [Intro Music Playing Softly] Poe (host): “Ding ding! We’re back in the ring/I'm here to bring a sting like a bumblebee/ so it seems/ I'm looking in between the deception and intentional miscommunication, destroyed dreams/ surrounded by smoke and mirrors/hot garbage steam/ more excuses/lean!. Welcome to TalkShoe Presents, and this is Episode 14: Poe Speaking His Mind About Boxing Videogames. This episode? It’s different. It might get heated. I might lose friends. But the truth’s gotta be told. Today, I’m speaking directly to the fans who feel gaslit, misled, and talked down to. This one’s for the people who supported Undisputed from day one—and are now wondering what happened to the game they were promised. SCI is either imploding...