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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
# 201 mestevo @ 08/06/14 07:44 PM
We probably wouldn't want the guys designing uniforms touching the AI.
 
# 202 Caveman24 @ 08/06/14 07:48 PM
Quote:
Originally Posted by DeuceDouglas
The way he talked about it in the video made it seem like it definitely wasn't playable. Which kind of defeats the entire purpose of changing the structure of it.
Can you imagine 11 on 11 for Pro Bowl in an online CFM 😕?
 
# 203 apollon42 @ 08/06/14 07:49 PM
Do random draft classes mean that we'll have guys named LaDarias Williams being a white guy from BYU?
 
# 204 Grey_Osprey @ 08/06/14 07:51 PM
Quote:
Originally Posted by mestevo
We probably wouldn't want the guys designing uniforms touching the AI.
Good point. Yea, I inferred that "I" was Josh Looman by default.
 
# 205 Darkwolf90 @ 08/06/14 07:54 PM
Most of the new things look pretty good, but my biggest question right now is, if we can play on the same team as a friend in online CFM. Mostly for a Player CFM, if I wanted to get with a friend and we both decide to be players can we play for the same team this year? For example, my friend play as a LB or SS for any team, I'll use the 49ers for example, could I play a FS or CB for the 49ers too? Or could one of us play as an offensive player and the other a defensive player for the same team?
 
# 206 jpdavis82 @ 08/06/14 07:55 PM
Quote:
Originally Posted by DeuceDouglas
The way he talked about it in the video made it seem like it definitely wasn't playable. Which kind of defeats the entire purpose of changing the structure of it.
Deuce, where's the CFM presentation improvements??? I'm seeing next to nothing in this area. EA needs to hire you
 
# 207 apollon42 @ 08/06/14 07:55 PM
I wonder if we can play the ProBowl and will the have the proper helmets?
 
# 208 DeuceDouglas @ 08/06/14 08:04 PM
Quote:
Originally Posted by jpdavis82
Deuce, where's the CFM presentation improvements??? I'm seeing next to nothing in this area. EA needs to hire you
Doesn't appear to be any outside of what we've seen from the original presentation. It's probably all just modified with CFM stats with maybe some minor differences. Also appears nothing was done to draft presentation either.
 
# 209 LorenzoDC @ 08/06/14 08:06 PM
Quote:
Originally Posted by DeuceDouglas
Doesn't appear to be any outside of what we've seen from the original presentation. It's probably all just modified with CFM stats with maybe some minor differences. Also appears nothing was done to draft presentation either.
I don't think off season was touched at all, from what I can tell.
 
# 210 huskerfan4life @ 08/06/14 08:11 PM
Quote:
Originally Posted by EASPORTS_AJ
You'll notice from this screen, that FA's take more into account than just money. They also take into consideration:
  • Coach Ability
  • Scheme Fit
  • Team Need
  • Contract Length
  • Salary Amount
  • Signing Bonus
  • Location

I love it where you just don't sign a player anymore I really like how the player looks at everything involved in your team


P.S. what is the difference between connectted franchise & connected career
 
# 211 therealsmallville @ 08/06/14 08:12 PM
Quote:
Originally Posted by CT Pittbull
I think your missing my point about "mirroring" the real NFL. Kaepernick starts over Smith fine that's great. that would be a switch I would make in game myself. That's the point. I can still do this in CFM but going from team to team to cut players for 32 teams or make roster moves so the rosters resemble real life is a CHORE.


The only reason why I said that about how long ive been playing madden is because in another thread some one was saying because a bunch of us wanted a barebones season/franchise option that we were casual gamers which made/makes NO sense. I understand there are older "casual" gamers. wanting an easy mode to be able to reflect the real NFL absolutely doesn't make anyone a casual gamer.


lol..play one season sell the game...you just don't get it so im gonna stop


On the CFM changes I just don't understand why we still cant edit ratings in season. Online ok, I understand, but offline CFM's lack of the ability to edit ratings is ridiculous. They also have to make it easier to control all 32 teams offline. How hard can it be to give the offline guys some options.
I'll admit that I perhaps misinterpreted what you were saying, but to the bolded part above...what am I not getting? You want season mode? When season mode existed on Madden games (again, prior to 06), once the season was over you were done. So I don't understand what you mean by this. Do you mean to say that you would, if given the option, replay season mode over & over?

If so, why? And if not, then...what else is there to do but sell it? Or gamefly it, play a season, send it back. Or are you here just to complain? It's ok if you are, about half of OS is here for the same reason so you're in good company.
 
# 212 Birdman85 @ 08/06/14 08:12 PM
I really wanted custom draft classes, but since they got rid of the stupid stuff they had before, this might be good. The other changes look good, I might just buy it.
 
# 213 Birdman85 @ 08/06/14 08:17 PM
Now that I read the full details , I see that they still have the storylines and what not.All I ask is that they don't ruin franchise mode. And I hope there is no more 48 year old players coming out of retirement. Sometimes less is better, in these terms, that is true. the last good franchise modes were on 07 and 08 on the PS2. Compared to CFM, those were basic, but 10x better.
 
# 214 jmurphy31 @ 08/06/14 08:20 PM
Quote:
Originally Posted by Grey_Osprey
Don't get me wrong, it all sounds great, and I hope it works properly, but when the very first thing they tout is Game Prep and Confidence and it is followed by the statement "...The biggest change to Madden NFL 15’s Connected Franchise are the additions of Game Prep and Confidence...", then I can't help but worry that a lot of other things went untouched.

Things, such as, improved CPU AI - roster management/drafting, auto-subs, formation subs, schemes working properly, improved/revamped scouting, explanation of sliders, less cumbersome 32 team control, etc. If none of these things were touched, especially CPU AI, then these new improvements become nothing but eye candy when the same 'ol poor logic hapens.

And if "I" (whoever that is) had 8 months to spend learning/redesigning relocation uniforms, then they should have had time to address these other issues.

Rex had me sold; Looman, not so much. I'll be wait for OS reviews.
3 things

1. EA always finds way to bash previous versions of Madden one year after praising the upgrades. ( ie. Relocation)

2. With all the elements broken or missing in cfm why is the guy in charge of this creating uniforms

3. JP, any idea if there will be any presentation upgrades for cfm or will it be just the same story thumbnails and twitter feeds
 
# 215 LorenzoDC @ 08/06/14 08:21 PM
Quote:
Originally Posted by TheSaints7
I agree with this.

There were bigger things that needed improving. Sure, the features they have told us about are nice. But all that changes is how certain players progress. Not exactly a major deal. What about presentation? What about the AI play calling and gameplay? Ect.
I really did expect to see CPU AI improved for roster logic, trades, depth charts. . . just franchise management this year, and it seems not to have been touched. This was one of my major areas to make the game playable this year.

Gameplay AI was addressed, maybe not completely or perfectly, but addresses. But CFM CPU AI was not. They worked on AI for training/practicing/player development, so there is that. But overall, this is a real problem for me.

I'll wait and see how the OS reviews come in once the game drops, but this is making me think more rental than purchase.
 
# 216 Exile04 @ 08/06/14 08:31 PM
This migh thave been posted but i like to look at the little things.

"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."

Kinda cool
 
# 217 FBall Life @ 08/06/14 08:33 PM
None of these improvements mean anything to me since there is STILL no cpu vs cpu in CFM. That's the only way that I play...

Not buying Madden again until cpu vs cpu is brought back.
 
# 218 Khanchus @ 08/06/14 08:34 PM
Quote:
Originally Posted by Grey_Osprey
Don't get me wrong, it all sounds great, and I hope it works properly, but when the very first thing they tout is Game Prep and Confidence and it is followed by the statement "...The biggest change to Madden NFL 15’s Connected Franchise are the additions of Game Prep and Confidence...", then I can't help but worry that a lot of other things went untouched.

Things, such as, improved CPU AI - roster management/drafting, auto-subs, formation subs, schemes working properly, improved/revamped scouting, explanation of sliders, less cumbersome 32 team control, etc. If none of these things were touched, especially CPU AI, then these new improvements become nothing but eye candy when the same 'ol poor logic hapens.

And if "I" (whoever that is) had 8 months to spend learning/redesigning relocation uniforms, then they should have had time to address these other issues.

Rex had me sold; Looman, not so much. I'll be wait for OS reviews.
The last part... I prefer looman over rex
 
# 219 Velvet_Hoop @ 08/06/14 08:40 PM
These changes look good. I love the sim feature, the confidence and being able to build up your backups. I also like the changes to owner mode. Cfm looks promising this year.
 
# 220 MajorSupreme @ 08/06/14 08:42 PM
So, when regarding confidence, Looman mentioned the Freeman situation. Could that mean CPU will release players if confidence lowers, which means overall play does? And if a player's confidence drops low enough that he becomes a little worse than the back up, could benchings happen more often? Or would that be too much to ask for? That's what I'm assuming can happen.
 


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