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Madden NFL 15: Everything You Need to Know About Connected Franchise

EA SPORTS is excited to finally bring you news about the big changes we made in Connected Franchise Mode (CFM) this year. I hope you agree that we definitely saved the best for last!

This is the stuff you hardcore fans wait all year to hear about, so it's time to break down every major change we made this year.

Game Prep and Confidence
The biggest change to Madden NFL 15’s Connected Franchise are the additions of Game Prep and Confidence.

These new systems replaced two features from Madden NFL 25: practice and hot/cold streaks. Game Prep allows players to make sure their team is prepared every week, AND allows them to earn valuable XP for backups and young players.

Confidence
Every player now has a confidence rating between 1 and 99. That confidence rating is dynamic and will change based on what happens to the player and his team from week to week, and is is NOT an indication of how confident the player generally is in real life.

Among the things that can change a player’s confidence are losses, poor performances, trades, etc. How much confidence fluctuates is determined by several different factors: whether the player is a starter or backup, their consistency rating, and how big the game was. Get blown out by a rival at home? Confidence drops more than a one-point road loss.

Wondering how much each player’s confidence changed after a big win? There’s a screen that shows every player’s individual changes, allowing players to go back and track the changes in confidence.

So what does confidence do? Simple. If a player’s confidence is high, their key ratings temporarily increase. If it gets too low, those same key ratings drop.

This was done to represent players that outperform their expectations, as well as players that are struggling. Before last season, did anyone think that Josh Freeman would be a free agent at the start of October? That’s what Madden 15 is trying to capture with this new system.

Quick Tip: Every player starts Connected Franchise with a “normal” confidence rating of 50. Once confidence start dropping to below 25-30 or increasing to 75-80, that’s when ratings changes will occur. 

Game Prep
Game Prep replaces Madden 25’s practice mode, and was designed to allow you to make the ultimate choices in developing your team. Each week, players are given a set amount of time to prep each week.

This time fluctuates based on season schedule, so bye weeks or Monday night games will impact preparation for the following week, just like the real-world NFL.

Players have multiple activities to choose from each week, and each activity costs a specific amount of time per player.

There are two types of activities in Game Prep – one increases players’ confidence, while the other earns XP. If you’re trying to develop a young team like the Jaguars or Bucs, focus most on getting your players XP. If you’re a team like the Seahawks or 49ers, it’s better to focus on increasing confidence, so that the team is prepared each and every week.

CPU teams have extensive logic that determines what they work on every week. Bad teams will focus mostly on developing their players, while contenders will focus on confidence first and then earn XP if confidence isn’t an issue.

How much XP or confidence each player earns depends on factors such as coach traits and a player’s development trait. If a QB possesses the “Superstar” development trait and has Jim Harbaugh as a coach, that player will earn more XP or confidence than a player with an average coach/trait. NFL coaches like Andy Reid and Jim Harbaugh are known for developing QBs, and that is what the development team attempted to capture.

Players also have the choice to run in-game skill drills for XP or Confidence, with points rewarded based on success in the activity. We want to reward players for putting in the time with in-game skill drills, so those are more valuable than activities that do not occur in game.

Game Prep is not designed to be a grind. If players choose to ignore Game Prep on any given week, we’ll use the same logic that CPU teams use to automatically reward a player with XP or Confidence. It’s up to you when you want to jump in and control how players are developing.

Quick Tip: Check out the depth chart to see which key ratings have increased or decreased.Ratings that have increased will be green, while decreased ratings are red. This carries into games, as well.

Free Agency Redesign
Offseason Free Agency has undergone a redesign that adds several different factors when attempting to sign a player. When a player evaluates whether they want to sign with you, they no longer take only money into account. Now they evaluate your team’s needs, scheme, coaching ability, etc. All of those factors are displayed on the screen, which makes it easier to see why a player spurned an offer. The other team may have just been a better fit.

Random Draft Classes
For the first time in CFM, draft classes are entirely random. Every name, rating, trait, face, etc. is randomly generated every season. No two classes are alike or predictable. This is something we’ve wanted to do for the past few years. Our fans have been very passionate about random draft classes, and this addition adds unlimited replayability to Connected Franchise.

Random Branching Storylines
Rookie Branching Storylines are now completely random. This allows us to have more players change throughout the season, and also opens up the ability to have a lot more commentary during the NFL Draft. All storylines are based on the storylines we’ve added to the game over the last two years.

In-Game Overall Ratings
Another big change in Madden NFL 15 is seeing the same overall (OVR) ratings in game as the depth chart. If a QB is an 85 overall in your scheme in the front end, they’ll be an 85 OVR in game as well.

Completely ReDesigned Relocation Uniforms
The uniforms shipped with last year were not up to our team’s quality standards, so I took it upon myself this year to learn how to make uniforms in Madden and redesign every relocation uniform in CFM.

You’ll no longer see the same uniform style for every team; each team has different styles that reflect what future uniforms might look like. We also were very excited to work with the community in the Uniform Design Contest, and incorporated several of the winners’ designs into the game.

Redesigned Buy Packages Screen
One of my favorite changes this year makes it easier to buy packages as a player, coach or owner. Players can now buy multiple packages at once and commit to changes with one press of a button instead of having to buy one package at a time like previous Madden games. We’re hoping this change makes it easier to upgrade players going forward. We’ve also added a filter to the coach buy package screen that should allow for easier navigation.

Owner Mode Financial Model Changes
Our team listened carefully to fans, and made big changes to Owner Mode. Every sellable item (concessions, merchandise) now has a sweet spot that determines the maximum amount of profit that can be earned. If prices stay at their default levels, you will always leave money on the table.

Owner Mode is now much more challenging when it comes to making a profit, and teams with older stadiums in smaller markets may be better off building new stadiums or relocating altogether.

As always, the best solution in Owner Mode is winning. Win and the fans will spend money. Our goal was to make Owner Mode much more challenging this year, and we feel like we’ve accomplished that.

Sim To
One of Madden 15’s late additions is very helpful to players that like to simulate multiple seasons at a time. Players can sim to a point in the future (the next draft, the offseason, next season), and the game will advance weeks until it reaches that point. We even added an option to simulate ten years into the future! In online leagues, only commissioners can simulate to a point in the future.

Removed FOURTH Down Watching
Last year, Madden kept you on the field on fourth down if you were a holder on extra points or blocker on a field goal. We’ve removed that, creating a more seamless experience.

Progression/Regression Recap
We’ve added a screen that tracks when players regress or progress in Connected Franchise. This should provide clarity as to why player regress in the offseason, whether it’s failing to reach season goals or losing a step because of old age. There are also news stories that talk about players “losing a step.”

Redesigned Weekly Goals
Weekly goals for players and coaches have been completely revamped with refreshed goals that, react to player status, team ratings, types of games, etc. Goals now take into account where you are in the depth chart. You will no longer be expected to rush for 100 yards as the third-string running back.

Multiple Commissioners
The team sat down early in the development cycle with our EA SPORTS Game Changers, and one of the things that came out of that meeting was a new commissioner tool. Online commissioners can now assign other league users as commissioners so that you always have someone who can advance the league if the primary commissioner is away.

Autopilot Control
Another suggestion that came out of our discussions with the Game Changers was allowing players to determine how long to put a team on autopilot. If you’re going on vacation for one week and want autopilot to turn off after one week, you have that ability.

Relocation Tuning and League Setting
Along with creating all new uniforms, we tuned CPU relocation so that it very rarely happens early in CFM. Teams still rebuild stadiums in their home city, but it’s pretty rare for a CPU team to up and move. At the request of the Game Changers, we also added an additional setting that allows you to prohibit CPU teams from relocating at all.

Injured Reserve (IR) Changes
Users can now remove an injured player from IR if they heal quickly. Use this functionality carefully, as it’s only allowed once per season.

Hire/Fire Staff During the Season
In order to give owners more control, it’s now possible to hire or fire staff members (head coach, trainer or scout) during the season.

Pro Bowl Update
The Pro Bowl now mimics real life, as conference affiliations have been removed in favor of two legends serving as captains.

CPU Uses Alternate Uniforms
CPU teams now have a chance to wear alternate uniforms in a regular season game. There’s also a news story that reacts to the team doing it.

Sim Engine Changes
The simulation engine now includes things like consistency, confidence and development. In Madden 15, young players with great development traits will have slightly better “simmed” stats than normal. This allows great young players to progress quickly and become stars in the league.

There you have it! We’ve made tons of changes to Connected Franchise Mode in Madden NFL, and we’re already at work on designing ideas for next year’s game!


Madden NFL 15 Videos
Member Comments
# 1 Khanchus @ 08/06/14 12:57 PM
holy shnitzel idk what to do

im about to piss my pants i cant wait to look at this

im at work so i gotta wait for my lunch break to listen
 
# 2 azdawgpound @ 08/06/14 12:59 PM
glad that they said the cmp will use the xp as we'll as the cmp will change uniforms during the season and looks like were stuck with ea's default draft class's so no editing those.




I like what they have done.
 
# 3 countryboy @ 08/06/14 12:59 PM
Ok, I am intrigued by what I've read.

Only question is they mention you can fire staff during the season (Head Coach, Scout, or Trainer) but there is no mention of coordinators.

But in the confidence section it shows D Coordinator and a RB Coach???

I am hoping Coordinators are in the game this year.
 
# 4 roadman @ 08/06/14 12:59 PM
Wow, the changes look good!

I loved this part:

CPU teams have extensive logic that determines what they work on every week. Bad teams will focus mostly on developing their players, while contenders will focus on confidence first and then earn XP if confidence isn’t an issue.
 
# 5 RyanLaFalce @ 08/06/14 01:02 PM
I like what I read. Can't wait.
 
# 6 MajorSupreme @ 08/06/14 01:03 PM
Finally, random draft classes. I liked what I saw, and it kinda looks like position coaches and coordinators have returned. They have sealed the deal for me.

Sent from my SM-G900V using Tapatalk
 
# 7 azdawgpound @ 08/06/14 01:04 PM
one thing I didn't see is what others have talked about in the pre season thread that the cmp dosent sub out there back ups so looks like were stuck changing depth charts during every quarter.
 
# 8 aholbert32 @ 08/06/14 01:04 PM
A lot of changes but very few I care about. These are the only ones that actually interest me:

Injured Reserve (IR) Changes
Users can now remove an injured player from IR if they heal quickly. Use this functionality carefully, as it’s only allowed once per season.

Pro Bowl Update
The Pro Bowl now mimics real life, as conference affiliations have been removed in favor of two legends serving as captains.

CPU Uses Alternate Uniforms
CPU teams now have a chance to wear alternate uniforms in a regular season game. There’s also a news story that reacts to the team doing it.

Sim Engine Changes
The simulation engine now includes things like consistency, confidence and development. In Madden 15, young players with great development traits will have slightly better “simmed” stats than normal. This allows great young players to progress quickly and become stars in the league.



The ingame drills are fine too. Until we get away from this XP focus (which is something Looman will never do), I'll never totally love CFM.
 
# 9 The JareBear @ 08/06/14 01:05 PM
I like the new random draft classes, no more guides

Allowing multiple commissioners for online leagues is helpful.

CPU teams using alternate jerseys is a good addition.

The new game prep system is something I will need to try out myself before I judge it
 
# 10 Pixx4Sixx @ 08/06/14 01:06 PM
Quote:
Originally Posted by TheSaints7
No changes to the menus at all. Look exactly the same.
Really? This is what you took out of that?
 
# 11 bc21045 @ 08/06/14 01:08 PM
Am I reading it right that game prep will be limited to a few players a week rather than the whole team?
 
# 12 jeremym480 @ 08/06/14 01:09 PM
Quote:
Originally Posted by roadman
Wow, the changes look good!

I loved this part:

CPU teams have extensive logic that determines what they work on every week. Bad teams will focus mostly on developing their players, while contenders will focus on confidence first and then earn XP if confidence isn’t an issue.
That was one of my favorite parts, as well.

Overall most of the stuff looks pretty good, but I didn't see anything about editing draft picks which was what I wanted the most. Hopefully, it's in and they just didn't mention it... Hell, who am I kidding? They obviously would have said something about it. At this point I'm holding out hope that editing is something they can patch in like when the patched it in a few years ago. If not, that's really disappointing and kills the longevity of the mode for me.... especially since there is no NCAA to pull draft classes from this year.
 
# 13 Sheba2011 @ 08/06/14 01:09 PM
Quote:
Originally Posted by countryboy
Ok, I am intrigued by what I've read.

Only question is they mention you can fire staff during the season (Head Coach, Scout, or Trainer) but there is no mention of coordinators.

But in the confidence section it shows D Coordinator and a RB Coach???

I am hoping Coordinators are in the game this year.
I have a funny feeling they will be in the game but it will be out of our control who they are and we will only see or hear of them on that one screen.
 
# 14 StL_RamZ @ 08/06/14 01:10 PM


sheesh can sim up to 10 years
 
# 15 Sheba2011 @ 08/06/14 01:11 PM
Quote:
Originally Posted by jeremym480
That was one of my favorite parts, as well.

Overall most of the stuff looks pretty good, but I didn't see anything about editing draft picks which was what I wanted the most. Hopefully, it's in and they just didn't mention it... Hell, who am I kidding? They obviously would have said something about it. At this point I'm holding out hope that editing is something they can patch in like when the patched it in a few years ago. If not, that's really disappointing for the longevity of the mode.... especially since there is no NCAA to pull draft classes from this year.
As much as I would love to be able to edit draft classes it is much better that they are now completely random instead of the same ones over and over again. Hopefully they toned down all the non FBS schools appearing.
 
# 16 jwagner82 @ 08/06/14 01:11 PM
This is straight fire. Exactly what I was hoping for. Knew it wouldn't be crazy but a lot of changes I Like. I'm actually excited as hell to relocate teams after seeing that one set of uni's. Reminds me of the WVU ones kinda and is a lot better than last years
 
# 17 Yubbed @ 08/06/14 01:12 PM
Quote:
Originally Posted by bc21045
Am I reading it right that game prep will be limited to a few players a week rather than the whole team?
That's what I got out of it....

Love the fact that CPU logic has been improved how the bad teams focus on development and contenders for confidence that's great to see. And it's about time they switch up their uniforms!!! I'm excited what I have read let's just hope the final product is as good!
 
# 18 Sheba2011 @ 08/06/14 01:13 PM
Quote:
Originally Posted by StL_RamZ


sheesh can sim up to 10 years
10 years would be interesting just to see who is still in the league. Love the new sim feature though as I always sim the first year and take over the worst team. Used to take near 2 hours to do that before.
 
# 19 Hooe @ 08/06/14 01:14 PM
Bad news first, things I don't see mentioned:

- no custom draft classes
- no practice squad

Good news - draft classes are now randomized, and prospects are no longer explicitly tied to story lines. Maybe we get draft class editing next year then?

Other things I like:

- the new weekly prep feature IS used by the CPU to progress players during the season, so the massive gameplay balance issue between user teams and CPU teams in CFM wrt practice XP gain should be fixed.
- changes in confidence are explicit, so the user knows exactly why the rating is changing.
- if a player has high or low confidence, what ratings and how is ratings are affected is now visible (generally speaking, it's not exactly quantified with a number but rather with an up/down arrow)
- free agency UI looks vastly more useful
- the player progression screen looks vastly more useful
- explicit tracking of player progression / regression is welcome
- more commissioner options is always welcome.
- IR designated-to-run is "kinda" there with the ability to remove one player from IR at any point. It's not exactly like real life, as I think the NFL enforces an eight-game minimum off time, but that the option is there is good.
 
# 20 Aggies7 @ 08/06/14 01:16 PM
Quote:
Originally Posted by bc21045
Am I reading it right that game prep will be limited to a few players a week rather than the whole team?

From what I gathered you can do specific player and run drills with them or you can do a position group such as linebackers. I may have read it wrong though.
 

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