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Liquid_Smoooth's avatar
Liquid_Smoooth
New Novice
27 days ago

How to bring back Need For Speed and succeed. Free advice.

Intro

I am a long time racing game fan, and I think like a lot of us, we have watched racing games sort of fall into relative obscurity. NFS in general, is "dead", and its EA's fault. The "win race, buy faster car, repeat" formula was stale and boring. The stakes in racing went away in favor of a same race different track kid focused party (Forza). Cars in general have just gone into a mess where anyone can just tweak a civic into a formula 1 car beater with unlimited sliders and toggles. The character of the cars has died, the stakes are non existent, and the challenge and intensity fizzled out harder than than even the Battlefield franchise.

This post is a bit of friendly advice. Its public, not just to EA. I will send this out to anyone who will read it, and if no one does, oh well, pixels on a screen don't cost me anything, but making a bad game costs studio's millions.

What Went Wrong

Two things happened to Need for Speed, and to the arcade racing genre generally, over the last decade and a half.

The first is that cars stopped having personality. In Hot Pursuit 2 and the early Underground games, the car you picked genuinely changed how you had to drive. A front wheel drive car understeered because it was front wheel drive. A heavy muscle car carried momentum into corners that you had to respect or you paid for it. Learning a car meant learning its real limitations, and mastering the game meant mastering several different cars with real physical differences. Modern tuning systems, including Forza's upgrade trees and the tuning menus in the last several Need for Speed titles, treat the car as a stat sheet instead of a fixed identity. Drivetrain behavior, weight balance, and suspension geometry all become sliders that a deep enough tune sheet can override. The result is a front wheel drive hatchback that can be tuned to out handle a rear wheel drive sports car, which should never happen and never used to. Once that barrier falls, every car becomes the same car wearing a different body, and the choice of what to drive stops mattering. Community tune sharing made this worse. A player no longer has to learn a car through failure. They paste a tune from a forum or a video comment and skip the entire process that used to build skill and attachment to a specific vehicle.

The second is that losing stopped costing anything. The pink slip races, the real risk of a police impound, the sense that a bad run could actually cost you your car, all of that was present in the older games and has been almost entirely removed from the newer ones. Modern racers made losing consequence free because friction of any kind discourages a broad audience, and a broad audience is what modern live service minded publishers chase. Grand Theft Auto still works as well as it does in part because Rockstar kept real consequence in its systems. Wanted levels escalate, cars can be impounded, and a bad decision costs the player something. Need for Speed used to have a version of that same tension and gave it up.

Both of these problems point to the same root cause. Somewhere along the way, the design goal shifted from authenticity to the car and the risk of the race, toward making sure nothing in the game ever punished a player hard enough to make them stop playing. That goal is understandable from a retention standpoint, but it hollowed out the exact things that made the earlier games memorable.

The Proposal

The fix is not more content or better graphics. Forza Horizon already owns that lane, with a huge open world, a constant stream of new cars, and a friendly difficulty curve that welcomes everyone. Need for Speed should not try to beat Forza Horizon at being Forza Horizon. It should go back to being something Forza Horizon is not, which is dangerous.

What follows is a structure built around one idea. The player should start at the bottom of an illegal street racing scene with almost nothing, and every car they own after that point should represent something they could actually lose.

The career begins in a nineteen nineties style **bleep**box tuner scene. Cheap, rough cars, illegal street races, noise cameras, fines, and impounds. This is the Underground era of car culture, and it has never been fully recreated in a game with real consequence attached to it. The player is broke, the cars are cheap and disposable, and the risk is proportionally small but still real. If the police impound your car, you can pay the fine, or you can attempt to get it back yourself. A first or third person mode where the player can get out of the car and move through the world on foot opens the door to a genuine impound lot break in, sneaking past guards or cutting a fence to recover a seized vehicle before it gets crushed. No racing game has built this mechanic, and it turns a menu screen most games treat as a formality into an actual mission with its own risk.

As the player earns a reputation, the stakes rise with it. Pink slip races become available, where the loser hands over their car on the spot. High stakes one on one bets in back alleys, structured almost like a duel, give the game a tension that ordinary circuit races do not. Winning moves the player up through a league structure, from the **bleep**box tier into tuner and muscle car tiers, and eventually into sports car and supercar leagues. The climb should feel earned, because at every stage the player is one bad decision away from losing progress they worked for.

The higher the player climbs, the more expensive the cars become, and the more it should hurt to lose one. A Miata is annoying to total. A Supra is a real setback. A Ferrari should be a genuine financial catastrophe that sends the player back down several tiers to rebuild. If that scaling does not happen, and the game gets safer instead of scarier as the cars get more expensive, the whole structure collapses the same way Need for Speed Carbon and its successors eventually did.

Core System One: Chassis Identity

Every car class needs hard limitations that no amount of tuning can remove. **bleep**box tier, muscle, sports, supercar, and an open ended no limits tier for the extreme end of the build scene, should each carry real, non negotiable characteristics tied to drivetrain layout and weight distribution. Front wheel drive should always understeer under power to some degree. Rear wheel drive should always be capable of true oversteer without needing a tune to fake it. All wheel drive should trade some of that agility for grip. These are not arbitrary restrictions. They are the same physical realities that separated cars in Hot Pursuit 2 and that modern tuning systems have quietly erased.

Engine swaps should exist and should matter, but they should never be simple. Dropping a 4G63 into a stock Eclipse should cost a real premium, require supporting modifications to the drivetrain and cooling system to handle the extra power, and carry real risk if the player skips those supporting parts. The reward is a car that can compete well outside its original class. The cost is money, time, and a much higher chance of something breaking if the build is rushed. Car balance and characteristics should be dictated not by a bunch of user tweakable sliders, but rather what the player does to the car under the hood.

Core System Two: Real Damage and Real Repair

Damage should be modeled as actual structural failure rather than a cosmetic health bar. A hard enough impact should force the game to determine, based on the geometry of the crash, whether the chassis is repairable or totaled. A repairable car needs the player to buy and install real parts, whether that means a new alignment, a new set of suspension components, or a replacement panel. A totaled car is gone as a driveable vehicle, but the engine and drivetrain can often be salvaged and either sold or swapped into a new chassis. A blown engine from pushing too hard without proper cooling, a suspension ruined by curb strikes, and an alignment thrown off from repeated hard impacts should all be real, persistent problems that cost the player money and time to fix, not damage that disappears when the race ends.

Core System Three: Police and Heat

The police presence should scale the same way the stakes do. Early on, it is fines, noise camera tickets, and the occasional impound. As the player's reputation grows, so does police attention, eventually escalating into serious pursuits with real risk of vehicle seizure rather than a simple fine. This gives the police system a career length arc instead of remaining the same low level nuisance from start to finish, which is what most recent entries in the series settled for.

Core System Four: A Real Economy Behind the Cars

Parts, chassis, and engines should carry real scarcity and real value within the game's economy. A salvaged 2JZ from a totaled Supra should be worth something, both to sell and to build around later. This creates a meaningful decision every time a car is lost or totaled: rebuild in a new shell, sell the valuable components and pivot to a different kind of build entirely, or part the car out and drop back a class.

Whether this economy stays entirely single player, or extends into some form of online trading between players, is a business decision EA is better positioned to make than I am. I will say that a single player economy built around genuine scarcity gets most of the emotional weight this idea is chasing without the regulatory and public relations risk that comes with attaching real money to a system built around vehicle loss. Loot box and gambling adjacent mechanics have drawn serious regulatory attention in several markets in recent years, and any system where players can lose something they paid real money for deserves careful legal review before it ships.

Core System Five: Well designed "Enemies" (AI)

One of the biggest issues in most car racing games, is that the AI is frankly, beyond dumb. Resorting to features such as rubber banding, a sliding scale of competency selected at random for each opponent, and lazily written rule sets were just band aid's during an era where trying to compute every single car during a race was difficult. Now it is not the case.

Each and every opponent should have a unique driving style tailored to the vehicle the drive, randomized AI should have car and track dependent behavior. Think about what makes a game like dark souls or elden ring good. Its the learning curve to beat an enemy or a boss, and the feeling of accomplishment once that barrier is overcome. Players spend hours observing, researching, and learning the unique move sets of each enemy, tailoring their builds to certain scenario's, and trying to truly understand what it takes to beat someone. This is what racing games have frankly, never had, and if they did, it wasn't very noticeable. There is no need to hard code hundreds of opponents. Bosses should be unique, well designed, and provide a sense of complexity, identity, and challenge. Randomized opponents to fill the background should have unique driving styles by car and by difficulty. The player should feel like they lost because the AI is a better driver, not because the game rubber banded them from the very back because "this is supposed to be hard". Its hard because the player needs to get better, not because the game has decided it based on current progression and outcome formula's.

Why This Works

Every major racing franchise still active today has picked a lane. Forza Horizon is the friendly, high content, low stakes open world experience. Gran Turismo and Assetto Corsa Competizione are the technical simulation lane. Need for Speed has spent the last decade trying to sit in the middle of both lanes without fully committing to either, and the result has been a string of competent but forgettable releases that do not hold a player's attention the way Underground and Most Wanted did.

A Need for Speed built around real consequence and real car identity would not be competing directly with Forza Horizon. It would be filling a gap that has been empty since the PlayStation 2 and Xbox 360 era, when games like Midnight Club, the original Hot Pursuit series, and early Need for Speed all had some version of genuine risk attached to driving. That audience is still out there. A large part of the community that still talks about Most Wanted and the Underground games in nostalgic terms is exactly the audience that would respond to a game willing to make losing actually hurt again. Think of this as the dark souls of car racing games. Real stakes, real grind, real challenge.

Risks and Recommendations

A game this punishing will not be for everyone, and it should not try to be. I would recommend building difficulty and stakes into a setting the player can adjust, so that players who want the full risk of permanent vehicle loss can have it, while players who want the career structure and car culture without that level of punishment can turn it down. This keeps the core audience happy without shutting the door on a wider one.

The single hardest discipline this project will require is resisting the urge to soften the stakes as the player reaches the higher leagues. Every version of Need for Speed that lost its identity did so gradually, usually by making the endgame safer and more forgiving than the early game, once the developers worried that punishing a player who had invested dozens of hours would hurt retention. The opposite has to be true here. The fear of loss needs to grow faster than the player's wealth does, all the way to the top, or the entire design falls apart exactly the way Carbon did.

Closing

None of this requires new technology or an unreasonable budget increase over what the series already spends on licensing and content. It requires a willingness to let players lose things that matter, and a commitment to giving cars real, fixed identities instead of infinitely tunable stat sheets. Both of those things used to be standard in this franchise. Bringing them back is not a risk. It is a return to the formula that made Need for Speed worth playing in the first place.

I am writing this because I have played this franchise since Hot Pursuit 1, and I would like to see it become what it used to be.

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