Need for Speed: World (previously known as Need for Speed: World Online) is a massively multiplayer online racing game published by Electronic Arts, and the fifteenth installment of the publisher's Need for Speed franchise. It was co-developed by EA Black Box (rebranded as Quicklime Games during the game's operation) and EA Singapore, with Easy Studios and EA Vancouver later taking over operations during its run. It was the first freemium game in the Need for Speed series and was available on Microsoft Windows. World was released worldwide on July 27, 2010. However, people who ordered a "Starter Pack" had an early "head-start" in the game, which started on July 20, 2010.[1][2]
World has a similar gameplay style to 2005's Most Wanted and 2006's Carbon, focusing on illegal street racing, tuning, and police chases, and added some elements to the game such as "power-ups" (somewhat similar to Mario Kart). World was set in a fictional city which combined the cities of Rockport from Most Wanted and Palmont from Carbon into its map design, with redesigned graphics and new locations added to the map to connect the two cities. The game featured over 100 licensed cars consisting of multiple different variations of some. Manufactures ranged from Alfa Romeo to Volkswagen and there were over thirty manufacturers in the game.
Initially, after reaching a certain level, the player would not be able to progress further in the game and would cease to earn any more experience points or cash. To continue the game, the player had to purchase a "Starter Pack". Without it, the player was allowed to continue playing the game but would cease to earn experience and cash.[3][4] On September 8, 2010, in celebration of the game reaching 1,000,000 registrations, the game was made completely free-to-play and the level cap was removed.[5]
In the initial release of version 4 (July 20, 2010), car performance could be improved via street or pro upgrade kits (purchased with in-game cash), depending on the car. The game also had "driver skills", three of which directly improved performance (acceleration, handling, top speed) and applied to any car that a player was driving. The skills unlocked as a player leveled up and a player could select up to 49 of 81 possible skills.[3] Once a skill was chosen, it couldn't be undone, and players would have to start with a new profile or account and level up again in order to choose a different set of skills. In a later update, the upgrade kits were removed and replaced by performance parts, each car having its own set of performance parts.[6] Later, "driver skills" were removed from the game and replaced with skill mods, each car having its own set of skill mods, which consisted of things such as increasing the car's impact force or earning more money from a race. The lowest rated parts and skill mods could be directly purchased for free using in-game "cash", but higher rated parts and skill mods could only be won by chance from card packs, either free "lucky draw" card packs rewarded at the end of any event, or card packs purchased with real money converted into the games microtransaction currency called "speed boost".[7][8]
Visual aftermarket parts were made available in an update released on March 16, 2011, and later added to lucky draw in another update in December 2011. All the in-game cash bodykits from previous versions were removed, however, most body kits required SpeedBoost to purchase. There were several choices of customization, some which were exclusive to specific cars. Along with body kits there were spoilers, wheels, neons, hoods, window tint and license plates. Most of these parts, like bodykits, had to be paid with by SpeedBoost. Players could also redeem gifts that they could equip to their cars.
The game was first announced to be free-to-play. In October 2009, World was opened to public beta-testing limited to residents of Taiwan. There have been seven closed beta sessions in total. Except the first one, all were available worldwide to residents who sign up, meet admission criteria, and get accepted.
Over time, the priority on game development transitioned into focusing on increasing revenue, so plans such as adding Carbon's canyons to the map, completion of the final link area, and addition of Need for Speed: Undercover's map to the game were dropped. Eventually, most of the development focused on adding more cars to the game since the cars helped increase revenue, and the game evolved into a "pay to win" game as the best cars could only be purchased with real money.[9]
The highest praise of the game came from GamingXP, which commented that "The game feels like a combination of previous Need for Speed games except the single player has been cut off. Add some role-play elements and you have a racing MMO."[18] PC Format gave a somewhat mediocre review in their October 2010 issue, concluding that the game "feels like a missed opportunity."[19] Eurogamer commented that "It's a real shame that the MMO aspect of World is effectively a needlessly elaborate lobby."[20] In November 2012, World surpassed twenty million registered users.[21]
On April 15, 2015, EA announced that on July 14, 2015, they would be closing Need for Speed: World and turning off services for the game, as the publisher felt "that the game no longer lives up to the high standard set by the Need for Speed franchise." The ability to purchase SpeedBoost and create new accounts were disabled since the announcement.[22][23]
As it tends to go, I start playing, have a run at it, tire, and move on for a while. I think I am at the end of the cycle again. The current run started on a new server when Potshot and Earl got into the game for a bit. We had a really fun evening of races and goofing around and then never quite went back to it, except for a bit of holiday cheer.
Each consecutive day gives better rewards! That is what it says. So I decided to test that theory. As you can see, I made it past the 100 day mark. So I should have been getting some pretty awesome rewards, right?
This is called the Treasure Hunt in the game, but since you race around a section of the world searching for giant green gems in the road, everybody seems to call it the Gem Hunt. Even the devs at times.
The Gem Hunt is a daily quest. One part of the game world is highlighted in green, which means that there are 15 gems distributed throughout that area. You have to drive around and find them. As you get close to them, you will get a directional indicator on your mini-map, and as they get really close you will actually see them displayed on the mini-map.
Gear and skills in the game are now ranked in quality by stars. 1 star items are available for the in-game currency at a store. 2 through 4 star items have to be earned or purchased with the RMT currency.
As I started doing the gem hunt, around day 20 or so I got my first 4 star item. I seemed to have crossed the dividing line at that point. But after that, it seemed pretty random. I would get absolute crap 1 star skills one day.
When I first tried out NFSW, card packs were just in their infancy in the game. The money making proposition seemed to be selling players the RMT currency, Speed Boost, so that they would buy special cars, garage slots, boosters for cash or experience, and special car parts.
The final turn of the screws came when they started offering cars that were only available as random drops from card packs. They put a new Ford Police Interceptor package into the game and gave everybody a code for a one day rental of the car. They were all over the game for one weekend, and looked pretty cool. They were nice black and whites with a flashing light bar and all the trimmings. I was tempted to buy one myself.
They finally added achievements to the game. I am actually surprised that it took them this long to get there. This seems like a no-brainer in the industry at this point. Achievements will drive at least a subset of your population to play/pay more just to chase them down.
But the NFSW team did do a couple of interesting things. One, which is odd, is that they let you pick four achievements that you can display as part of your public profile. People will see them when they look you up or you join an event with them.
They also appear on your menu bar, along with an achievements button that shows how many achievement updates you have, though that last bit seemed to be broken. It shows I have 8 there, but it always says that, no matter what I do.
Finally, and probably best of all, every single achievement has a reward you can claim when you get them. Some of them are crap, like 1 star skills. Others are okay. I got a couple of nice cosmetic items for my cars. But at least you GET something for each and every achievement. That has something going for it, even if it is just a fig leaf to cover the naked ambition of those of us who just like achievements.
For me, this is still one of the high points of the game. You can customize how your car looks down to some pretty fine detail. While out driving you will see plenty of stock cars (I think I will scream if I see another default green 1970 Dodge Challenger) there are also many very well done paint and vinyl jobs to be seen. You can find anything from reproductions of racing team livery to outlandish schemes with bright colors and matching neon lights.
When you are done customizing a car, you have what you have, and if you want to do up a new paint scheme, you must them give up all your previous work. So it seems like an obvious move to me to sell the car equivalent of wardrobe slots, so I could have different customizations for different moods.
Back when I started playing NFSW, your levels earned you skill points which made you better at certain aspects of driving and which, in turn, put you in various skill brackets for race matching and course access purposes.
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