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FIFA World
FIFA World
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FIFA World
Title screen for version 8 of the game, featuring Radamel Falcao (Monaco), Lionel Messi (Barcelona) and Gareth Bale (Real Madrid)
DeveloperEA Canada
PublisherEA Sports
SeriesFIFA
EngineImpact (based on FIFA 12)[1]
PlatformMicrosoft Windows
Release
  • BR, RU: 12 November 2013
  • WW: 20 May 2014
GenresSports, football simulation
ModesSingle-player, multiplayer

FIFA World was a free-to-play massively multiplayer online football game developed by EA Canada. It was announced on 9 August 2013 and later an open beta was released on 12 November 2013 in Brazil and Russia.[citation needed] The open beta was made available globally on 20 May 2014, with support in English, German, French, Russian, Spanish, Mexican Spanish, Brazilian Portuguese, Polish and Turkish.[2] Italian was included with the release of version 9.0 of the game on 5 November 2014.[3] Players could play the game using their keyboard, a combination of their keyboard and mouse or a game controller.[4]

Like with the main releases of FIFA, Lionel Messi featured on promotional images and the title screen of the game. Arda Turan was announced as an ambassador for the game in Turkey on 27 August 2014,[5] with Eden Hazard announced as another ambassador for the video game on 15 September 2014.[6]

FIFA World, along with other EA free-to-play titles Battlefield Heroes, Battlefield Play4Free, and Need for Speed: World, went offline on 14 July 2015.

Releases

[edit]

After the release of the global open beta, EA Sports released version 6.0 of the game on 3 June 2014, with the game's interface redesigned to "bring the spirit and excitement of Brazil" in preparation for the 2014 FIFA World Cup. National teams were also included in the "Single Player Tournaments" mode of the game for the first time, while national team kits were also updated to reflect those to be used at the World Cup.[7]

Video sharing was made possible on the game when version 7.0 was released on 22 August 2014. Players are able to select highlights at the end of a match and share them with their friends in-game, as well as on Facebook or YouTube.[8]

On 1 October 2014, Electronic Arts released version 8.0 of the game, allowing players to make use of new items from the 2014–15 season in the Ultimate Team mode of the game, including new kits and updated player ratings from FIFA 15, while still allowing players to keep their old FIFA 14-style items from the 2013–14 season.[9]

Released on 5 November 2014, version 9.0 saw the introduction of an improved version of the Impact engine from FIFA 12, first announced at Gamescom 2014.[1] New features included 2,000 new animations added to the gameplay and tactical free kicks introduced in FIFA 13, as well as new skill moves and celebrations.[3] Six new stadiums were also added to the game, including Aston Villa's Villa Park, Swansea City's Liberty Stadium and Schalke 04's Veltins-Arena.[10]

Game modes

[edit]

League Teams

[edit]
Screenshot of Chelsea playing against Barcelona on FIFA World

The League Teams mode of the game allowed the player to use any of the licensed clubs and national teams to progress through a promotion and relegation system within the game from Division 10 to Division 1. Every match played counted for one of five match credits allocated to each player. These match credits replenished over time after being used, and could also be purchased using "FIFA Points", the in-game currency of all FIFA titles.[11]

The game featured the same leagues, clubs and national teams licensed for FIFA 15,[12] although the Campeonato Brasileiro Série A and Brazilian clubs were removed from the game in September 2014 due to a failure to reach an agreement with the rights holders.[13] The Turkish Süper Lig and all 18 Süper Lig clubs were also introduced to the game for the first time with the release of version 8.0 on 22 August 2014.[9]

Ultimate Team

[edit]
An example of a pack opened on FIFA World, including two Team of the Week or "in form" items

The Ultimate Team game mode allowed players to build unique squads within their club using players bought from the live transfer market or acquired in packs, which could be opened using coins earned in matches or "FIFA Points". Packs could also be earned by completing certain in-game accomplishments.[14]

Players could use their squads in online seasons, where players competed against other players and progressed through a promotion and relegation system from Division 10 to Division 1, or in single-player seasons where players played against the game's licensed clubs controlled by the AI. Every week, a team compiled by EA Sports based on real-life player performances was released, where the players in these squads were represented as special black items with upgraded attributes. These were made available in packs for the rest of the week until a new "Team of the Week" is released.[11]

Players could also customise their club's badges, kits, match balls and stadiums, extend their players' contracts, change their playing positions or temporarily improve their attributes using items acquired in packs or the live transfer market.[15]

Commentary

[edit]
Martin Tyler was a commentator on the English-language version of the game.

The game adapted its commentary from FIFA 15, with commentators available in the 10 supported languages on the game.[10]

Closure

[edit]

On 15 April 2015, EA announced they would be shutting down FIFA World servers on 14 July and turning off services for the game with immediate effect, after an open beta of nearly 18 months. A statement from a representative read: "We just didn't have the momentum to bring the game to a full commercial launch. It's a tough decision, but we believe ultimately the right one, that we stop development on the game."[16] Battlefield Play4Free, Battlefield Heroes, and Need for Speed: World were also due to be closed on the same day. The decision was not reversed and the game was closed on the anticipated date.[17][18]

References

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
FIFA World was a online developed by and published by . Announced on 8 August 2013 as a downloadable PC title aimed at non-console markets like and , it featured core FIFA gameplay mechanics including Seasons mode and FIFA Ultimate Team. An open beta launched regionally on 12 November 2013 in and , followed by a global open beta on 20 May 2014. The game received updates, including a new game engine in late 2014, but never exited beta status before EA announced its shutdown on 15 April 2015, with servers closing on 14 July 2015. It was part of EA's short-lived PC initiative, alongside titles like .

Development

Announcement

FIFA World was announced by on August 9, 2013, as a downloadable soccer game for PC, developed by EA Canada. The game was positioned to bring the experience to a broader audience through a massively multiplayer online format, with a planned commercial launch scheduled for November 2013. However, it ultimately remained in beta without a full release.

Beta Testing

The beta testing phase for FIFA World commenced with a regional open beta rollout on 12 2013, initially limited to players in and to gauge performance in priority markets. This early access allowed to gather initial user feedback on core gameplay elements, such as Seasons mode and basic multiplayer functionality, while refining server stability and localization for these regions. Prior to this, closed beta sessions had been conducted in starting in August 2013, building on the game's announcement earlier that month. The testing expanded significantly with the global open beta launch on 20 May 2014, making the game accessible to PC players worldwide and introducing additional features like Accomplishments, Tournaments, and a alongside the existing Seasons mode. This phase supported nine languages at launch, including English, German, French, Russian, Spanish, , Polish, and Turkish, to facilitate broader participation and feedback collection on , progression systems, and interactions. Over the course of testing, more than 1.5 million accounts were created during prior closed and limited open betas, providing valuable data for iterative improvements without committing to a full commercial release. Ongoing enhancements during the beta included the addition of support on 5 2014 via version 9.0, which featured a fully translated and in-game commentary by Pierluigi and Stefano Nava, expanding accessibility to Italian-speaking audiences. To boost engagement and promote the testing phase, EA appointed football ambassadors, including for the Turkish market on 27 August 2014 and globally on 15 September 2014, leveraging their influence to attract new testers and highlight the game's model. The entire beta period spanned approximately 18 months, emphasizing player base growth and feature refinement through community input rather than a traditional launch.

Releases and Updates

Initial Launch

FIFA World launched exclusively on Windows platforms as a sports simulation game with massively multiplayer online elements, enabling players to compete in real-time matches against users worldwide. Following a closed beta that began in August 2013, an open beta launched in and on November 12, 2013, before expanding to a global open beta on May 20, 2014. This deployment emphasized accessibility for PC users, with minimum system requirements including SP3 (or later), an Pentium IV 3.2 GHz processor (or equivalent), 2 GB of RAM, and a 9.0c-compatible with at least 512 MB of VRAM. Access was structured as , allowing unrestricted entry while offering optional purchases of FIFA Points—virtual currency used to acquire in-game credits for enhancements and items—without requiring payment for basic gameplay. At launch, FIFA World included a roster of prominent leagues and clubs drawn from the lineup, providing diverse team options for online play, though the Brazilian league was subsequently removed in September 2014 amid licensing negotiations with local authorities. This content setup established the game's foundation as a persistent online service, building on positive beta feedback to refine and server stability for broader adoption.

Content Patches

FIFA World's content patches emphasized synchronization with real-world football calendars, incorporating seasonal squad updates, event-tied content, and gameplay refinements to maintain relevance amid evolving leagues and tournaments. These updates ensured player rosters reflected current performances and transfers, while introducing features that enhanced immersion and . Version 6.0, released on 3 June 2014, overhauled the game's interface with a thematic redesign centered on the , including the addition of participating national teams and authentic kits to enable tournament-style play. This patch prepared players for the global event by integrating international squads into core modes like League Teams. On 22 August 2014, version 7.0 introduced video sharing capabilities, allowing users to capture match highlights and directly upload them to and for easy social dissemination and community interaction. This feature fostered greater player connectivity post-match, aligning with the growing emphasis on shareable content in online gaming. Version 8.0 arrived on 22 August 2014, bringing 2014–15 season-specific items to Ultimate Team, the inclusion of the Turkish league with its 18 clubs, and refreshed player ratings to reflect the start of the season and mirror contemporary form and statistics. These additions expanded league representation and ensured competitive balance as European seasons commenced. Released on 5 November 2014, version 9.0 marked a significant technical leap with an upgraded Impact Engine—originally from —featuring over 2,000 new animations for more realistic collisions and movements, alongside tactical free kicks for strategic set-piece variety, and six additional stadiums including and . This overhaul, previewed earlier at , elevated physics and authenticity in line with mid-season gameplay demands. Following version 9.0, FIFA World continued to receive seasonal content updates, including squad refreshes and event-based content aligned with real-world football calendars, until the shutdown announcement in April 2015.

Gameplay

Core Mechanics

FIFA World's core gameplay revolved around 11v11 online multiplayer matches that simulated real-time football action, mirroring traditional soccer with elements like passing, tackling, and goal-scoring in a condensed format lasting approximately eight minutes per match. These matches emphasized fast-paced play, including precise passes and physical challenges, and supported input via keyboard, keyboard-and-mouse combinations, or game controllers, though controller use provided the most efficient control scheme. The simulation adhered to standard football rules, such as offside and fouls, integrated into an online environment where players competed directly against others in real time. The progression system centered on match credits, a resource essential for participating in competitive modes like League Teams, where players began with five credits and consumed one per match. Credits replenished automatically at a rate of one every four hours, or by achieving certain points targets in divisions through match results such as wins or draws, to encourage sustained play without immediate purchases. Players advanced through 10 divisions to Division 1 by accumulating points from victories, with lower divisions featuring more lenient point requirements that progressively increased in difficulty to promote skill-based climbing. If credits were depleted, they could be purchased using in-game coins (e.g., 12 credits for 12,500 coins) or real-money FIFA Points (e.g., 12 credits for 250 FIFA Points), offering bulk options for efficiency, though natural replenishment was prioritized for free-to-play accessibility. Customization in World allowed players to personalize their experience through squad building, where users selected licensed real-world players, adjusted formations, and optimized team chemistry based on player links and preferred tactics, without advanced search filters in the transfer market. Options extended to club branding to apply team logos and kits, and selections from a of licensed venues to set the environment, enhancing immersion in both solo and multiplayer sessions. These features applied across modes, enabling persistent personalization that carried over between sessions. Online integration formed the backbone of FIFA World, utilizing server-based to pair players of similar skill levels rapidly, ensuring minimal wait times even during off-peak hours. The game maintained elements, such as ongoing squad progress and division standings in modes like League Teams and Ultimate Team, where achievements and rewards accumulated across play sessions on EA's servers. This structure supported a massively multiplayer online format, with global leaderboards tracking performance and fostering community competition without local save dependencies.

Game Modes

FIFA World offered a variety of game modes that catered to different player preferences, integrating seamlessly with the game's core mechanics such as player control, passing accuracy, and tactical positioning to provide diverse football experiences. The primary competitive mode, League Teams, enabled players to select from over 600 licensed clubs across 33 leagues or national teams and compete in a structured ladder system featuring 10 divisions with . This mode emphasized online multiplayer matches where objectives focused on accumulating wins to climb leaderboards, earn coins, and gain experience points (XP), with based on victory counts and team strength to ensure balanced . In contrast, Ultimate Team provided a squad-building challenge where players constructed and customized teams using players acquired through packs or the live transfer market, allowing for creative lineup strategies that leveraged the game's Impact Engine for realistic collisions and Attacking Intelligence for dynamic plays. Objectives here revolved around completing matches, challenges, and weekly "Team of the Week" events to improve squad chemistry and compete in various formats, fostering long-term progression across multiple seasons. For single-player options, offline seasons against AI allowed practice sessions where players managed a team through a 10-level ladder, simulating real league progression with customizable squads from licensed or mixed rosters to hone skills without online pressure. Event-based modes, such as Accomplishments, tied directly to real-world tournaments like the , challenging players to replicate iconic moments—such as scoring headers in specific scenarios—for rewards like coins and packs, with weekly updates to keep content fresh and aligned with global football events. All modes in were accessible through a free-to-play model, requiring no upfront purchase for entry, though premium packs purchasable with real currency (FIFA Points) accelerated progression by providing better player cards and resources. This structure integrated core mechanics across play styles, from solo practice to competitive online battles, ensuring broad appeal while encouraging optional for enhanced squad development.

Game Modes

League Teams

In FIFA World, the League Teams mode enables players to compete using predefined licensed clubs and national teams drawn from the player database, providing access to authentic rosters and kits for online matches. This mode emphasizes straightforward team selection without customization, focusing instead on strategic play with real-world squads to advance in a competitive . The division system structures progression across 10 tiers, where participants start in the lowest Division 10 and seek promotion to the elite Division 1 by earning points in head-to-head encounters. Seasons consist of against varied opponents, awarding three points for a win, one for a draw, and none for a loss; cumulative performance dictates promotion for top performers or relegation for those falling short of divisional thresholds, fostering a dynamic ladder tied to global leaderboards. Entry into these matches requires match credits, with players beginning with an allocation of five; each game deducts one credit, which regenerates over time or can be replenished via in-game purchases earned elsewhere in the title. The mode incorporates teams from over 30 major leagues, predominantly European competitions, and expanded in August 2014 with the inclusion of the Turkish and its 18 clubs to broaden representation.

Ultimate Team

Ultimate Team is the central mode in FIFA World, enabling players to assemble and manage personalized football squads drawn from over 16,000 licensed athletes across more than 30 leagues and 600 clubs. Squad building revolves around acquiring players either through packs earned as gameplay rewards or purchased with in-game currency, or via bidding and direct buys on the real-time transfer market using coins accumulated from matches and accomplishments. This system fosters an economy-driven experience where strategic trading and pack openings allow for squad optimization based on player ratings, positions, and chemistry links. Competitions in Ultimate Team span online multiplayer seasons structured across 10 divisions with mechanics, pitting player-built squads against others in ranked play. Tournaments offer knockout formats against AI-controlled licensed clubs and national teams, providing rewards like coins and exclusive items upon progression. Single-player challenges, including dynamic accomplishments inspired by real-world events, further extend engagement by rewarding consistent performance and task completion. Customization enhances squad identity, allowing players to apply badges, , and match balls to their clubs, alongside options for player extensions, position adjustments, and attribute boosts via consumable items. The mode supports designing visual elements like club crests and layouts to create immersive, personalized environments for matches. Weekly updates keep the mode dynamic with releases such as Team of the Week, featuring upgraded player cards based on standout real-world performances, ensuring squads reflect current football trends. These content drops, including limited-time accomplishments and featured tournaments, are integrated into the transfer market for immediate trading impact. Monetization occurs primarily through FIFA Points, a premium currency purchasable with real money to buy packs, accelerating squad progression without mandatory spending. The transfer market remains accessible via coins for all players, promoting fair trading while optional purchases enhance convenience in pack acquisition and item management.

Features

Commentary

The commentary system in FIFA World provided real-time audio narration for matches, enhancing immersion by delivering play-by-play descriptions and analysis synced with in-game events from the , such as player collisions and dynamic movements. This integration allowed commentators to react dynamically to on-field action, including goals, fouls, and tactical shifts, drawing from advanced technologies similar to those in contemporary console titles. Adapted directly from the console version, the system's voice acting and scripting emphasized authentic football broadcasting, with over 1,000 unique lines per match to avoid repetition and capture varied scenarios. For the English-language version, veteran broadcaster served as the lead commentator, known for his measured delivery and iconic calls like "It's in!" during scoring moments, a role he held across multiple iterations since 2005. Tyler's partnership with co-commentator Alan Smith added analytical depth, focusing on player form and strategy. FIFA World supported commentary in 10 languages to cater to a global audience, including English, German, French, Russian, Spanish, , , Polish, Turkish, and Italian. Each localization featured native speakers and region-specific phrasing, such as enthusiastic Latin American styles in Spanish variants, ensuring cultural relevance while maintaining consistency in core match calls. This multilingual approach extended briefly to overall audio in game modes like Ultimate Team, where narrated highlights reinforced mode-specific narratives.

Graphics and Engine

FIFA World utilized an improved version of the Player Impact Engine, originally introduced in , to enhance realistic player movements and ball physics through advanced and dynamic interactions. This engine upgrade, implemented in version 9.0 released on November 5, 2014, discarded pre-canned animations in favor of physics-based responses, allowing for more authentic tackles, challenges, and ball trajectories that varied based on player positioning and momentum. The version 9.0 update significantly expanded the game's animation library by adding nearly 2,000 new animations, introducing greater variety in player actions such as , tackling, and celebrations to support the engine's physics-driven mechanics. These enhancements contributed to smoother transitions and more lifelike , aligning the visual fidelity closer to contemporary console titles. Six new stadiums were incorporated in version 9.0, including , Liberty Stadium, and Veltins Arena, expanding the variety of authentic venues available for matches and improving immersion through detailed crowd and environmental rendering. Overall, the graphics in FIFA World were styled to match the aesthetic and technical standards of , with revamped match presentations and a modernized optimized specifically for Windows PC platforms to ensure smooth performance on a range of hardware configurations.

Shutdown

Announcement

On April 15, 2015, announced the shutdown of FIFA World, its online soccer game, following an 18-month beta testing period. The decision was communicated through an official post on EA's website and shared across the company's channels and game forums, informing players that the beta servers would remain operational for an additional 90 days before permanent closure on July 14, 2015. EA Sports cited a lack of sufficient momentum to transition the game to a full commercial launch as the primary reason for the shutdown, noting that despite the extended beta, player engagement had not met expectations for sustained viability. This announcement also affected three other EA PC titles—Battlefield Heroes, , and : World—which were similarly slated for closure on the same date due to comparable challenges in maintaining audience interest.

Closure Process

Following the announcement on April 15, 2015, Electronic Arts provided players with a 90-day grace period for continued access to FIFA World, allowing existing users to log in and play the game until the servers were permanently shut down on July 14, 2015. During this pre-closure period, no new player registrations were permitted, and purchases of in-game currency such as FIFA Points were immediately disabled to prevent further investment in the title. Existing balances of FIFA Points remained usable until the end of service, though EA explicitly stated that no refunds would be issued for unused currency or other purchases. Regarding data handling, player progress—including club , achievements, and accumulated assets—was not transferable to any other EA titles or platforms, as the game operated on dedicated online servers that were taken offline permanently on the shutdown date. This ensured that all and accounts became inaccessible after July 14, 2015, with no provisions for or migration outlined by EA. The closure of was part of a broader initiative by EA to simultaneously end support for its PC portfolio, aligning the shutdown date with those of , , and Need for Speed World, all of which ceased operations on July 14, 2015. This coordinated effort reflected EA's strategic shift away from sustaining older titles amid declining player engagement across the platform.

Reception and Legacy

Player Response

FIFA World garnered a mixed reception from players during its beta phase, which spanned nearly 18 months from late 2013 to mid-2015. Many appreciated the game's model, which provided accessible entry to core mechanics without the need for a console or full purchase, allowing a broad audience to engage with modes like Ultimate Team and League Teams. The praised the ease of , enabling quick matches against real opponents at various levels, and the generous through coins and accomplishments that facilitated progression without heavy initial investment. Additionally, the non-intrusive approach to microtransactions was highlighted, as players could accumulate sufficient in-game currency after around 50 matches to avoid spending real money on packs or credits. Criticisms centered on the beta's limitations, including its reliance on an outdated engine that felt several generations behind the console version of , resulting in less responsive controls, reduced physicality in tackles, and overall less thrilling goal-scoring moments. Players noted the content's shallowness compared to full titles, with absences like chemistry styles and advanced tactical options, making it feel more like a proof-of-concept than a polished experience. The persistent beta status frustrated users, as it restricted feature updates and fostered a sense of incompleteness, while the system, though mild, still encouraged pack for competitive edges in online play. The player base initially grew steadily during the early beta, attracting a loyal community that provided valuable feedback to EA, but it ultimately plateaued, lacking the sustained momentum needed for a commercial launch. EA described the feedback as "invaluable and inspiring" from a "passionate" group, yet cited declining popularity and insufficient engagement as key factors in the tough decision to end development. This led to the announcement of the shutdown on April 15, 2015, with servers closing on July 14, 2015, after which no new accounts or purchases were permitted.

Impact and Successors

The shutdown of FIFA World in July 2015 exemplified the challenges EA faced in establishing viable massively multiplayer online sports titles on PC, as the game struggled to build adequate player engagement during its extended beta despite receiving constructive feedback. EA's decision to halt development was influenced by shifting consumer behaviors and the declining traction of its early PC offerings, including World alongside titles like and World. In response, EA pivoted its free-to-play strategy toward more accessible platforms, emphasizing mobile and targeted regional expansions to capture broader audiences. This shift materialized with the release of FIFA Mobile on October 11, 2016, a free-to-download title for iOS and Android that incorporated streamlined online multiplayer and live events tailored for on-the-go play. Features from FIFA World, such as dynamic team-building and persistent online progression, informed the evolution of similar mechanics in mainline games and these new variants, ensuring continuity in player investment across EA's portfolio. FIFA World's vision of a connected, always-online football ecosystem directly shaped successors like FIFA Online 4, a free-to-play PC MMO launched on May 17, 2018, which expanded on live service updates, competitive matchmaking, and customizable squads in Asian and emerging markets. Developed in partnership with Nexon, the title retained MMO-style persistence with seasonal content and global tournaments, building on the experimental framework tested in FIFA World. Following the 2022 termination of EA's FIFA licensing deal, FIFA Online 4 was rebranded as EA Sports FC Online in September 2023, maintaining its core MMO features under the new EA Sports FC banner. On a broader scale, FIFA World's brief tenure contributed to the post-2015 maturation of football gaming by highlighting the need for platform-optimized models and cross-regional . EA's subsequent expansions, including FIFA Online 4's rollout to over 15 additional countries by 2021 and ongoing mobile innovations, reflected lessons from these challenges, fostering a more diverse for digital football experiences.

References

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