Skip to main content

“Why Boxing Games Deserve Better -Realism, Tech, and the Myths Holding Us Back”

 

PODCAST SCRIPT: “Why Boxing Games Deserve Better – Realism, Tech, and the Myths Holding Us Back”

Episode Title: Poe & The Community Speaking Their Minds about Boxing Videogames
Episode #: 86
Host: Poe


🎧 INTRO

POE:
What’s going on everybody, welcome back to Episode 86 of the show. Today we’re diving into something the boxing gaming community has been arguing about for years. And honestly, it’s long overdue.

We’re going to talk about why boxing games still can’t get this sport right, why companies keep using outdated excuses, how fighters can get paid even without billion-dollar budgets, and how modern technology makes most of these excuses dead on arrival.

And yes—we’re also going to address the whole “sim is slow” claim floating around, especially in videos like the one Claimer Uncut put out. We’re going to break that down too.

Let’s get into it.


🎙️ SEGMENT 1: The Big Myth – “Sim Boxing Is Slow”

POE:
Alright, so let’s start with the biggest myth of them all. This idea that “sim boxing is slow.” I saw Claimer Uncut’s video repeating the same thing, and it’s time we break that down properly.

Here’s the truth:

Sim boxing is ONLY slow if the developers make it slow.

Real boxing has different speeds:

  • Some rounds are chess matches

  • Some rounds are shootouts

  • Some fighters are slow.

  • Some fighters are lightning fast.

Sim doesn’t mean slow—sim means accurate.
If a game feels sluggish, it’s not because it’s trying to be realistic. It’s because somebody didn’t design the systems well.

Boxing games should let YOU control the pace:

  • If you want to fight aggressively, you should be able to.

  • If you want to slow things down and think, you should be able to.

  • If you want to fight like Pacquiao, Canelo, Bivol, or Crawford, the pacing should shift based on your decisions.

So let me say it clearly:

Anyone claiming “sim is slow” is misunderstanding what simulation actually means.
Real boxing changes speed constantly—and the player should be able to replicate that.

Claimer Uncut’s claim falls apart because it’s based on a false assumption that “realistic = boring.”
Nah.
Unpolished = boring.
Unbalanced = boring.
Poorly animated = boring.

Real boxing? Never boring.


🎙️ SEGMENT 2: Developers Keep Using Outdated Excuses

POE:
Now let’s talk about the excuses developers keep falling back on. We’ve all heard them:

  • “Realistic games don’t sell.”

  • “Boxing is too slow for modern players.”

  • “The tech can’t handle realistic footwork.”

  • “Esports players will break the game.”

  • “We can’t pay fighters without DLC.”

Every one of these excuses falls apart in 2025.

Look around the industry:

  • UFC is pushing realism.

  • NBA2K is pushing realism.

  • FIFA, MLB The Show—same thing.

  • Even indie studios are building motion-matched combat systems.

Realistic games sell because they respect the sport.
Not because they water it down.

The tech is not the problem anymore. The commitment is.


🎙️ SEGMENT 3: Modern Tech Makes Real Boxing Games Easier Than Ever

POE:
We are living in the Unreal Engine 5 and Unreal Engine 6 era. The tools are insane right now:

  • Motion matching

  • Real-time footwork blending

  • Better physics engines

  • Machine learning for fighter tendencies

  • Megascans environments

  • Fluid animation systems

  • Stronger networking

  • Higher FPS standards

If small indie teams can make high-fidelity shooters, open-world survival games, and advanced fighting systems…

…then a studio can make a realistic boxing game if they’re serious about it.

It’s not 2004 anymore.
Technology isn’t an excuse.


🎙️ SEGMENT 4: Realism Isn’t Restrictive—It’s Freedom

POE:
People hear “realistic boxing” and picture some slow, draggy, stiff game where everything is on rails. But realism is about giving the player options.

You should be able to:

  • Pivot

  • Cut angles

  • Clinch

  • Change rhythm

  • Counterpunch

  • Fight like your favorite fighter

  • Pressure

  • Move laterally

  • Slow the pace down

  • Speed the pace up

Real boxing is dynamic.
Real boxing breathes.
Real boxing has personality.

If a game can’t support that, don’t blame “simulation.”
Blame the design.


🎙️ SEGMENT 5: Paying Fighters Without DLC

POE:
Let’s touch on something nobody seems to understand—how to pay real fighters without needing EA-level money or DLC-heavy business models.

Here’s the playbook:

1. Flat Licensing Fees

Most fighters, especially up-and-comers, are totally fine with:

  • One-time payments

  • Simple contracts

  • Non-exclusive rights

And they’re affordable.

2. Revenue Sharing

You don’t need DLC fighters to pay them.
You can share revenue from:

  • Deluxe editions

  • Sales bonuses

  • Merchandise

  • Trailer appearances

  • Social media campaigns

3. Sponsorships Cover the Rest

This is the big one.

If your game gets:

  • 20 sports brands

  • Fitness brands

  • Glove & apparel companies

  • Health/tech sponsors

  • Training gyms

Those sponsors can literally pay:

  • Fighter fees

  • Marketing

  • Motion capture

  • Production costs

Studios do this in racing, MMA, and even indie games.
Boxing can do it too.

It’s not hard—people just don’t try.


🎙️ SEGMENT 6: Competitive Boxing Doesn’t Hurt Realism

POE:
Another excuse we hear is that “competitive players” will ruin a realistic game. Let’s shut that down.

Boxing is a competitive sport.
Timing, spacing, baiting, ring IQ—all of those are competitive fundamentals.

A realistic boxing game actually gives competitive players more depth, not less.

The only time competition “breaks” a game is when the game is designed poorly.

Good design = healthy competitive community.


🎙️ CLOSING THOUGHTS

POE:
Here’s the bottom line:

The fans are ready.
The sport is ready.
The technology is ready.

The only thing missing is a developer willing to respect boxing for what it actually is: a fast, slow, beautiful, violent, strategic, emotional, global sport that deserves better representation in gaming.

Sim boxing isn’t slow.
Realism doesn’t kill fun.
You can pay fighters without EA money.
And modern tech can absolutely handle a full-scale boxing sim.

So when companies push these excuses, we’re right to call it out.

We’re not asking for the impossible.
We’re asking for authenticity.
And with everything available today, there’s no reason boxing games can’t rise to that level.

Thanks for listening to Episode 86. I’ll catch you next time.

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...