

In summary I'd say that you'd have to be pretty dumb to go bankrupt but it's difficult to build a UFC-like company, you need a bit of luck and the right stars putting up good fights year in and year out. I know when I was building up my company I had to continually have popular fighters to draw in my area, then get some big enough to "go international" so to speak. In general, I don't have an issue with the difficulty of the game. I haven't necessarily heard anything further about an increased difficulty in WMMA5 but it's been promised (as in WMMA4) that there's gonna be a better contract AI so if the developer is to be believed, fighter costs might be more difficult to manage. I could talk about my progression through the game world forever lol Once I reached the top, I ditched it to build up a BAMMA-like promotion and now I'm having a blast with that game world about 6 years in. In that sense, the fictional game captures my attention in that I get invested in fighters I like or need to do well to give me that next "boost" into another tier of popularity. The slow burn (if you choose to develop a lower level org) makes fighter development a lot more interesting in my opinion as opposed to running a company that's already UFC level. I took a fictional lower level Asian organization (think like a real life Road FC) to the top of the MMA world in about 12 years or so.

What I thought they did well was mimic a slow rise in popularity as a company gains the money for better/more popular fighters, gains TV/PPV exposure, or builds up the notoriety of their own stars. Technically as matchmaker only you can be fired if the company isn't doing great but I usually played as both (I wanted full control and not have to deal with an annoying AI owner). You can play as either the matchmaker only or the matchmaker/owner. In WMMA3 and 4 there wasn't really a difficulty level so failing is generally unlikely because failing really just translates to bankruptcy in the game.
