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The first time I booted up GM mode in a wrestling game, I felt that unique thrill of pure potential. Here was a space where I wasn't just playing matches; I was crafting an entire wrestling promotion from the ground up. For years, this mode has been my digital sandbox, a place where the competitive spirit of fantasy sports collides with the creative chaos of professional wrestling. The core premise, as any seasoned player knows, is beautifully straightforward yet deceptively deep. You draft your roster, balancing star power with budget constraints, you book the match cards that you hope will captivate your audience, and you meticulously invest your earnings back into production values—better pyro, a grander stage, a hotter crowd. It’s a relentless pursuit of milestones and profit, a game of one-upmanship against either a cunning CPU or, in my case, a group of fiercely competitive friends.
For the longest time, however, there was a gaping hole in this otherwise brilliant experience. My friends and I, scattered across different cities, had to share our progress through a clumsy relay of text messages and screenshot dumps. "You won't believe the rating I got for my main event!" one would say, followed by, "Wait until you see who I just signed in my draft!" We were all playing in our own isolated universes, our rivalries confined to our imaginations. The single-player experience was rich, but the true potential for a dynamic, head-to-head competition was untapped. This is why the announcement of online multiplayer for GM mode in the upcoming WWE 2K25 was, for me and a community of dedicated players, a moment of genuine exhilaration. Finally, we thought, the mode would be complete. We could run a proper league, react to each other's signings and storylines in real-time, and have our victories and failures witnessed by our peers. The anticipation was palpable.
Now, having delved into the specifics of its implementation, I have to confess my enthusiasm has been tempered by a significant dose of reality. The online multiplayer, while a welcome addition, feels frustratingly undercooked. It’s a half-measure, a feature that checks a box without delivering on its full promise. The infrastructure for synchronous competition is there, but it's shackled by limitations that sap it of the dynamism that makes GM mode so compelling in the first place. From what I've gathered, the turn-based or live-draft experience lacks the fluidity I was hoping for. Instead of a living, breathing league where you can react to a rival's shocking heel turn the next week, the structure feels more rigid, almost transactional. This is a critical misstep because the heart of GM mode isn't just in the long-term planning; it's in the week-to-week drama, the panic-booking when your top star gets injured, the glorious chaos of a poorly received show that forces you to pivot your entire strategy.
Let's talk numbers, even if they're speculative. In a perfect world, an online GM mode would support, say, 4 to 6 players in a single league, with a season lasting a solid 52 in-game weeks. This provides enough time for proper roster development, long-term story arcs, and the inevitable financial crises that separate the good GMs from the great ones. Based on available information, the current setup seems to encourage shorter, more condensed seasons, perhaps in the 12- to 25-week range. While this might be more accessible for casual players, it fundamentally alters the strategic depth. You're no longer playing the long game; you're sprinting. There's less room for cultivating a hidden gem from your developmental territory or waiting for a young prospect to finally "get over" with the crowd. The mode becomes more about immediate, high-impact signings and less about the patient art of roster building, which is, in my opinion, one of its most rewarding aspects.
My personal preference has always leaned towards the "fantasy booker" aspect of the mode, the storytelling sim element that its cousin, Universe mode, fully embraces. But what makes GM mode unique is the pressure of the bottom line. You can't just book your dream match because it's cool; you have to justify its cost and predict its rating. The introduction of online multiplayer should have amplified this, creating a shared narrative space. Imagine the bragging rights of poaching a key rival's talent right before a major pay-per-view, or the collective groan in a group chat when one player's risky, high-cost main event spectacularly flops. The current implementation, however, seems to minimize these social interactions. It feels more like we're playing parallel solitaire games rather than a truly interactive competition. The connective tissue—the trash talk, the strategic leaks, the shared sense of a wrestling "world"—is missing.
So, where does that leave us, the modern explorers of this digital squared circle? It leaves us with a foundation. The addition of online multiplayer to GM mode in WWE 2K25 is a step in the right direction, a long-overdue acknowledgment of a core community desire. For that, I am grateful. It will undoubtedly provide some fun and a new way to engage with friends. But it's not the revolutionary feature I had dreamed of for so long. It feels cautious, almost tentative. My hope is that the developers are treating this as a Version 1.0, a proof of concept they can build upon in future iterations. The wild bandito's secret—the untamed, chaotic, and deeply social potential of a fully-realized online General Manager experience—remains only partially uncovered. The map has been drawn, but the most thrilling parts of the territory are still marked 'here be dragons.' For now, we'll play, we'll compete, and we'll loudly, passionately provide the feedback needed to ensure that next time, the mode doesn't just arrive—it conquers.