Home
Feature Article
Madden NFL 15: Ultimate Team Interview with Joe Alread

One of the most popular modes in Madden NFL is Ultimate Team. While the mode was slow to get a dedicated audience, it now ranks as one of the fastest growing and most played modes within Madden. We recently got a chance to ask a few questions to Joe Alread, the executive producer of Madden NFL 15 who is in charge of all things Ultimate Team, about this year's mode.

Operation Sports (OS): For experienced players what is the core difference between this year’s MUT and last year’s mode?

Joe Alread (JA): The core difference this year is all about convenience. Just about everything is easier to do in Madden Ultimate Team this year. From changing your lineup to collecting an item, all the things in the past that would take players lots of time to do will only take seconds this year.

OS: Now let’s flip it to guys who have never played MUT. What is the one thing they should be so excited about trying out in MUT that they give the mode a shot for the first time?

JA: The answer here (again!) is convenience. New players in the past often have gotten frustrated by the user interface of Madden Ultimate Team and don’t want to take the time to understand the ins and outs of it all. Starting this year, that is all a thing of the past. We hear tales about people who don’t play Ultimate Team because they hear it’s complicated. I think this year that argument becomes moot.

OS: Could you explain the objectives and what they entail?

JA: Objectives are all about introducing players to the different areas of Ultimate Team. We want to take players, one step at a time, through all the things they can do in the mode. Auctions, trades, lineups, sets, solo challenges, etc. And the things I just rambled off are only half the areas we want you to explore! The nice thing about it is that players can explore each area one step at a time and will also get rewarded for their participation as well.

OS :How does the new item binder work?

JA: The item binder is another aspect of what makes Ultimate Team so much easier to play this year. In the past, your items were placed in virtual “areas”. You then had to move items back and forth between areas in order to do things with them. That could get frustrating, but now everything is stored in one place: the item binder. From here you can do everything and anything you might want to do with your items.

OS: You changed the name from collections to sets. Other than the name change, what can gamers expect from sets that is different from the old collections?

JA: The coolest change to sets this year is that a number of them are repeatable. On the surface this may seem a bit dull, but players will soon realize how cool this really is. For example, in the past we’ve given players a collection where they would collect all 32 NFL stadiums for a reward. This is neat, but after you complete it the first time, what are you supposed to do with all the extra stadiums you get in the packs you open? The answer was nothing. This year though, once you complete that stadium collection you’ll be able to turn around and complete it again (and again, and again). The rewards for these types of sets are a new type of collectible this year that we’re calling badges, which can in turn be used in all sorts of other sets for awesome rewards. The result is fewer times when you feel frustrated because you got a “worthless” item.

OS: Speaking of name changes, chemistry is now style. Personally, this sounds like a good name change to me as it fits what the term means better. So with that said, what are the styles players can choose from and maybe give some examples of players you’d look for in each?

JA: The 8 styles are Speed Run, Ground and Pound, Short Pass, Long Pass, Pass Rush, Run Stuff, Zone Defense and Man Defense. Each one provides boosts to certain attributes related to that type of football style.

OS: Still on styles here, how flexible are they? Can you change your style from game to game or is it a pretty set thing? Do players fit in multiple styles?

JA: A cool new thing players can do this year is create a best lineup with style in mind. I can say, “Create my best Pass Rush lineup” and the game will do exactly that. At the start of the year, players only have one style each but as they improve throughout the year and find their grooves, their performance improves and new players we create have the potential to become multi-style.

OS: One of the items that will certainly cause some debate within the community is the new take on injuries. What was the reasoning behind eliminating multi-game injuries from the mode?

JA: Injuries are never a fun thing to deal with. You’re never excited to see them happen, and on top of that, injury items was just another thing you can to manage as something you owned. In order to create fewer things players had to manage in their binders (not to mention things that aren’t even fun) they were eliminated.

OS: You mention in the fact sheet that contract extension items are now gone, replaced by a secondary contract currency. How will this work and how is this method better for MUT players?

JA: Similar to my response above, contract items were just another thing to manage, which is now gone. While contracts still exist, it’s now all in the form of a currency that the game handles for you. Definitely better for the player in the fact that this is once again one less thing they have to manage in their collections.

OS: How will the new marketplace work?

JA: Perhaps the coolest thing is that it’s easier to get access to new packs. In years past it was a bit of a pain to drill down into the store and navigate to the pack you wanted. This year, players will be able to obtain popular packs right from the Marketplace hub, making everything a whole lot more convenient.

OS: What other changes should gamers most look forward to in MUT?

JA: If I had to pick one other new cool thing, it would be the pack opening experience. Items now reveal themselves in a much more flashy way which is somewhat hard to describe, but needless to say its way cooler compared to previous years where you selected a card and it just immediately appeared. Players get to open a pack pretty quickly after entering the mode, so be on the lookout for this!

OS: Lastly, what is the one thing you want all Madden gamers to know about MUT this season?

JA: That we will once again be making Ultimate Team an area in Madden that is always alive and changing alongside the NFL. Whenever something happens in the league, ask yourself, “What will happen in Ultimate Team because of this?” because chances are, something will!


Madden NFL 15 Videos
Member Comments
# 1 steelersredspacers @ 07/28/14 05:33 PM
As a hardcore ultimate team player, this stuff might not sound too flashy, but it will certainly save time in the menus which was a big issue in the past. They fixed a lot of things that were really annoying. Not to mention, the mode is already great as it is, and when you combine the gameplay fixes with making the team managing aspect easier and less time consuming, we should see a nice improvement in the MUT experience this year.
 
# 2 MrPinkBlackrose @ 07/28/14 06:02 PM
Hope they gave the same attention to the CFM UI/menus...were so lag (like all of them were) and that 32 team selection, I swear it was meant to discourage you from using more than one team. God awful.
 
# 3 AuditMonkey @ 07/28/14 06:23 PM
My biggest hope is that they stop making so many 99s by the end of the year. Once that happened, I was done this year.
 
# 4 elkabong34 @ 07/28/14 06:43 PM
I definitely hope there are less 99's. I like what I see with a lot of these OVR's, if they are low like that, that should mean that weekly players/special cards will be more valuable and in fewer numbers. It seemed that by mid season last year, the weekly stars were pretty much worthless by then as there were so many Elites that over shadowed them. I also hope there are different game modes. Getting something other than Season mode would be nice...
 
# 5 Sheba2011 @ 07/29/14 11:01 AM
For the ultimate team gurus I have a question. I have never even opened the mode myself so this is mainly out of curiosity. What is the difference/advantage between this and just doing a fantasy draft in CFM? I have always been curious about UT but never really took the time to try it out.
 
# 6 steelersredspacers @ 07/29/14 03:47 PM
Quote:
Originally Posted by Sheba2011
For the ultimate team gurus I have a question. I have never even opened the mode myself so this is mainly out of curiosity. What is the difference/advantage between this and just doing a fantasy draft in CFM? I have always been curious about UT but never really took the time to try it out.
Here are some differences

1. In Ultimate Team, you start out with a team of all crappy players, and gradually build your team by upgrading each position through packs and purchasing cards on the auction block. In CFM, you usually start with an average team and could get better or worse as time goes on.

2. Ultimate Team gives you the benefit of playing online head to head games and offline games against the CPU using the same team in the same mode. You can choose to only do one or the other if you want, but I think it is fun to mix the 2.

3. There is no salary cap or restrictions on building your team, and you can have virtually any player you want. For example, if you really like Jordy Nelson and Matt Forte, you could get these guys on your team relatively easily, where as in CFM, you need to give up significant pieces to get them.

4. Players don't age from season to season, so if you want Peyton Manning for 10 season in a row, you can use him.

5. I never spend money on the mode, and there is no better feeling than beating a guy with 99 OVRs at every position with your budget squad. I skipped Madden 25, but in Madden 13 I actually made several hundred dollars by selling MUT coins for real money.

6. If you want, you can build several different teams to play different styles of play.

7. You could say that opening packs is like having draft picks, and buying players off the auction is like signing free agents. I think opening packs is more exciting because you never know when you will get a rare card, and it is awesome when you do.

That is what I can think of off the top of my head
 
# 7 steelersredspacers @ 07/29/14 03:51 PM
Also, if you want to really enjoy MUT, you should expect to put some time into it. You will run into a lot of teams that are a lot better than you early online, so it is better to play solo challenges in the beginning until you get a decent team. I hated it when I first started in Madden 10, but when I put more time into it, it became more fun. Just don't expect to get a good team within a day unless you spend real money. It probably takes a couple weeks to a month to get a solid team without spending money.
 
# 8 Darkwolf90 @ 07/30/14 03:51 AM
I'm interested in learning more about how the contracts and this "currency that the game handles" is going to work. I know in past versions of UT in any game I was always worried about the number of games I had left with my top players and this always limited how much I really played MUT or any version of UT from Madden to NHL. How does the currency work, and how does it "resign" players who's contracts have expired?
 
# 9 Sheba2011 @ 07/30/14 12:11 PM
Quote:
Originally Posted by steelersredspacers
Here are some differences

1. In Ultimate Team, you start out with a team of all crappy players, and gradually build your team by upgrading each position through packs and purchasing cards on the auction block. In CFM, you usually start with an average team and could get better or worse as time goes on.

2. Ultimate Team gives you the benefit of playing online head to head games and offline games against the CPU using the same team in the same mode. You can choose to only do one or the other if you want, but I think it is fun to mix the 2.

3. There is no salary cap or restrictions on building your team, and you can have virtually any player you want. For example, if you really like Jordy Nelson and Matt Forte, you could get these guys on your team relatively easily, where as in CFM, you need to give up significant pieces to get them.

4. Players don't age from season to season, so if you want Peyton Manning for 10 season in a row, you can use him.

5. I never spend money on the mode, and there is no better feeling than beating a guy with 99 OVRs at every position with your budget squad. I skipped Madden 25, but in Madden 13 I actually made several hundred dollars by selling MUT coins for real money.

6. If you want, you can build several different teams to play different styles of play.

7. You could say that opening packs is like having draft picks, and buying players off the auction is like signing free agents. I think opening packs is more exciting because you never know when you will get a rare card, and it is awesome when you do.

That is what I can think of off the top of my head
Thanks for all that info, I might have to check it out this year. It's funny when I think back to how many MUT preorder bonuses I never took advantage of.
 
# 10 steelersredspacers @ 07/31/14 09:35 PM
Quote:
Originally Posted by Sheba2011
Thanks for all that info, I might have to check it out this year. It's funny when I think back to how many MUT preorder bonuses I never took advantage of.
No problem. If you have any specific questions, the ultimate team forum on here is really helpful
 
# 11 Biizz713 @ 08/01/14 06:34 PM
the most important change that they could make in my opinion is making the packs you get for winning playoff games/super bowls actually worth trying to get. the main reason I gave up on Madden 25 was I was playing all of these cheesers doing everything they possibly can the exploit for a win and it was pointless. after I won the super bowl on all madden there was literally no reason to play anymore other than to get annoyed and frustrated.
 
# 12 pacman5769 @ 08/04/14 05:02 PM
Quote:
Originally Posted by MelR2000
I think the only advantage of MUT is to PAD electronic arts bottom line. Did anybody EVER ask in their top twenty to have a game of essentially playing cards that cost the customer more money? In my opinion,this is a money grab which is focused marketing aimed at our young people who don't realize they are being taken advantage.
lol of course its a money grab EA is a business...and businesses need to make money...not a real hard concept to grasp really
 
# 13 JMD @ 08/05/14 06:32 AM
I played this quite a bit in Madeen 25. However I found it to be a huge cheese fest online. I probably won't play it much this year as it seems this mode is targeting the arcade "do anything to win" guys. I think removing injuries is going in the wrong direction. Also not being able to set quarter lengths or adjust sliders means you're stuck playing the way EA forces you to.

The one positive is the solo challenges. They can be fun and they do add life to the game , but again you're stuck using EAs sliders and quarter lengths. If there are any sim guys that play this mode I'm on the PS4 NPYYZ send me a friend request and mention Operation Sports in the message. I'd like to find some real football guys to play MUT with.
 
# 14 pacman5769 @ 08/05/14 12:45 PM
Quote:
Originally Posted by JMD
I played this quite a bit in Madeen 25. However I found it to be a huge cheese fest online. I probably won't play it much this year as it seems this mode is targeting the arcade "do anything to win" guys. I think removing injuries is going in the wrong direction. Also not being able to set quarter lengths or adjust sliders means you're stuck playing the way EA forces you to.

The one positive is the solo challenges. They can be fun and they do add life to the game , but again you're stuck using EAs sliders and quarter lengths. If there are any sim guys that play this mode I'm on the PS4 NPYYZ send me a friend request and mention Operation Sports in the message. I'd like to find some real football guys to play MUT with.
Same here its refreshing to see guys not playing like 12 yr olds....you can add me on psn my name is same as here
 
# 15 Jarbeez @ 08/05/14 02:58 PM
Quote:
Originally Posted by MelR2000
I think the only advantage of MUT is to PAD electronic arts bottom line. Did anybody EVER ask in their top twenty to have a game of essentially playing cards that cost the customer more money? In my opinion,this is a money grab which is focused marketing aimed at our young people who don't realize they are being taken advantage.
I'm 41, and I got totally addicted to MUT. I think I spent $3 or $4 the whole year though is all. I think MUT would lose it's luster if I were "buying" my team. I love a challenge, and building a team without spending money was a good challenge.

Also, for the guy asking what is different between this and a fantasy draft. Last season I was running a team with Dan Marino as my QB and Marshall Faulk as my HB, which was pretty cool. Can't do that in a fantasy draft.
 
# 16 xylocaine @ 08/11/14 10:11 PM
Hope cards show accumulated stats. And there is a data base of the stat leaders of all the cards you have had etc.

Otherwise the cards just feel generic
 
# 17 bronco72 @ 09/01/14 05:40 PM
Quote:
Originally Posted by steelersredspacers
Here are some differences

1. In Ultimate Team, you start out with a team of all crappy players, and gradually build your team by upgrading each position through packs and purchasing cards on the auction block. In CFM, you usually start with an average team and could get better or worse as time goes on.

2. Ultimate Team gives you the benefit of playing online head to head games and offline games against the CPU using the same team in the same mode. You can choose to only do one or the other if you want, but I think it is fun to mix the 2.

3. There is no salary cap or restrictions on building your team, and you can have virtually any player you want. For example, if you really like Jordy Nelson and Matt Forte, you could get these guys on your team relatively easily, where as in CFM, you need to give up significant pieces to get them.

4. Players don't age from season to season, so if you want Peyton Manning for 10 season in a row, you can use him.

5. I never spend money on the mode, and there is no better feeling than beating a guy with 99 OVRs at every position with your budget squad. I skipped Madden 25, but in Madden 13 I actually made several hundred dollars by selling MUT coins for real money.

6. If you want, you can build several different teams to play different styles of play.

7. You could say that opening packs is like having draft picks, and buying players off the auction is like signing free agents. I think opening packs is more exciting because you never know when you will get a rare card, and it is awesome when you do.

That is what I can think of off the top of my head
This was helpful for me, but I have a few questions. What I want is "create a team" from Madden 12, but I can't have that. The last 2 years I have ported the current game roster back to Madden 12. My buddy and I do "create a team" mode and play on line my team against his. That's all I want to do. Is MUT a way to get there or not really?

I would like the players ratings to be what they are in the official release, not some thing lower that might go over that number. Sounds like MUT does that. Thanks for any insight.
 

Post A Comment
Only OS members can post comments
Please login or register to post a comment.