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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
# 221 GoToledo @ 08/06/14 08:45 PM
I like what I see so far, even though my in-game ticker doesn't seem to be in. They have sold me!

One question, though. Has there been any word on playoff tiebreakers? As someone who was burned by this in the past, I very much hope that it isn't determined by alphabetical order anymore.
 
# 222 CT Pitbull @ 08/06/14 08:51 PM
Quote:
Originally Posted by therealsmallville
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.

It wasn't just season mode that you could EASILY control all the things im talking about. You keep saying 06 but the old school franchise also let you do it, after 06. Yea I would replay the season over and over with different teams or play all the games on a schedule that I felt like. And it was easy. Ever since CFM/CCM came along it has restricted everything a lot of us used to enjoy in playing a season/seasons. NCAA 14 added a beautiful season mode last year that a lot of people enjoyed. Maybe Madden needs to do the same. Im just not interested in a football RPG. To me with out having the opportunity to edit draft classes and draft real rookies there is no point in playing past one year. Kinda kills the immersion to draft a white cornerback named Artrelle Patterson. Kinda kills the realism when you let the cpu control a team and they release one of their better players after training camp.


I also said I was happy for those who were happy for the CFM info so I have no idea why you have such an issue with what I was saying. Asking to be able to turn off the off the field fluff isn't really complaining IMO just a request. Seems to me like your trying to pick an OS fight with your wise *** comments..and that's funny
 
# 223 mestevo @ 08/06/14 08:56 PM
Quote:
Originally Posted by CT Pittbull
It wasn't just season mode that you could EASILY control all the things im talking about. You keep saying 06 but the old school franchise also let you do it, after 06. Yea I would replay the season over and over with different teams or play all the games on a schedule that I felt like. And it was easy. Ever since CFM/CCM came along it has restricted everything a lot of us used to enjoy in playing a season/seasons. NCAA 14 added a beautiful season mode last year that a lot of people enjoyed. Maybe Madden needs to do the same. Im just not interested in a football RPG. To me with out having the opportunity to edit draft classes and draft real rookies there is no point in playing past one year. Kinda kills the immersion to draft a white cornerback named Artrelle Patterson. Kinda kills the realism when you let the cpu control a team and they release one of their better players after training camp.


I also said I was happy for those who were happy for the CFM info so I have no idea why you have such an issue with what I was saying. Asking to be able to turn off the off the field fluff isn't really complaining IMO just a request. Seems to me like your trying to pick an OS fight with your wise *** comments..and that's funny


Only wants to play a single season mode... complains about draft problems. I got nothing.

This game will never satisfy you.
 
# 224 MajorSupreme @ 08/06/14 08:58 PM
Quote:
Originally Posted by CT Pittbull
It wasn't just season mode that you could EASILY control all the things im talking about. You keep saying 06 but the old school franchise also let you do it, after 06. Yea I would replay the season over and over with different teams or play all the games on a schedule that I felt like. And it was easy. Ever since CFM/CCM came along it has restricted everything a lot of us used to enjoy in playing a season/seasons. NCAA 14 added a beautiful season mode last year that a lot of people enjoyed. Maybe Madden needs to do the same. Im just not interested in a football RPG. To me with out having the opportunity to edit draft classes and draft real rookies there is no point in playing past one year. Kinda kills the immersion to draft a white cornerback named Artrelle Patterson. Kinda kills the realism when you let the cpu control a team and they release one of their better players after training camp.


I also said I was happy for those who were happy for the CFM info so I have no idea why you have such an issue with what I was saying. Asking to be able to turn off the off the field fluff isn't really complaining IMO just a request. Seems to me like your trying to pick an OS fight with your wise *** comments..and that's funny
So, you want the old season mode where you just play one season, no draft, no FA, no offseason? Correct? Can you not just start a CFM save file, end it after the super bowl and start a new one? And if you want to control all 32 teams but you don't want the tedious effort to do it, just do it once and save the file there and use it as a base. It's still there, you just gotta use the game's resources.
 
# 225 ggsimmonds @ 08/06/14 09:00 PM
Quote:
Originally Posted by PainTrain43
All these changes are nice, but still arent enough to get me excited...mainly because it continues to ignore (or at least SEEMINGLY ignore) alot of the biggest issues...

- You can fire coaches during the season....but does it matter? I still have yet to see a Madden game where coaches even make a real difference. Coaches need to affect how fast certain positions progress, how they draft, sign free agents, respond to adversity, etc... The coach prestige thing is a step in the right direction, but not enough.

- Ability to create REAL draft classes needs to be here. Sorry, but this is a HUGE deal, and until they get it in the game, they are going to lose out on alot of customers.

- Teambuilder feature for Madden. Stop making us use your crappy pre determined uniforms and locations.

- Ability to adjust players fully. Ratings, equiment, height, weight, skin color...everything!!!!

- Simmed stats....are they any better? My guess is no, and the unrealistic stats kill immersion.

- Presentation seems better, but still far behind a certain 10 year old game on the PS2/XBox...sad.

- Graphics look nice, but animations and physics still leave too much to be desired.

Look, I dont need a perfect game, but I also want a game that doesnt feel outdated the moment it comes out like most Madden's in recent memory. These are all things that Ive wanted to see for the last 7 or 8 years and still its no where close.

Stats, draft classes and lack of customization options are the reason I will be skipping again this year. Even with some nice new features, it simply isnt there yet.
The blog mentioned that with some coaches (John Harbough and Andy Reid) QBs will progress quicker. Schemes dictate how teams acquire players. And I think scheme is tied to coach and not the team.

Though I am one of the biggest champions of custom draft classes, you are fooling yourself if you think its absence will cause EA to lose a lot of customers.
 
# 226 movethechains11 @ 08/06/14 09:06 PM
Couldn't be more disappointed. Can't stand drafting guys like "Leon Sandcastle" I want real rookies I want my franchise to last longer than 1 year. 2k has it and still has a ridiculous amount of success even with NBA live competing with them.

Don't see why the IR isn't correct and the practice squad is still a no go. Obviously there are a lot of good things that Madden has included but still some of this stuff just doesn't make sense. What sucks is that no matter how mad we are, there are no other football games and we will buy this game anyway. Oh well, maybe one day.
 
# 227 CT Pitbull @ 08/06/14 09:06 PM
Quote:
Originally Posted by MajorSupreme
So, you want the old season mode where you just play one season, no draft, no FA, no offseason? Correct? Can you not just start a CFM save file, end it after the super bowl and start a new one? And if you want to control all 32 teams but you don't want the tedious effort to do it, just do it once and save the file there and use it as a base. It's still there, you just gotta use the game's resources.


do you know how long that takes to do? I do I have done it. It sucks. and after the real NFL season gets going there are always players that come out of no where that weren't on the roster at the time you make that base saved file so really it just not worth the time and effort to do this. Why cant it be made easier? Why did NCAA 14, made by the same company, put a "quick season" mode in the game when they already have dynasty? They did it for guys like me that don't wanna sift through all the off field stuff. Why do you need to create 32 separate profiles to control all 32 in offline CFM? Is there a reason or just bad design?
 
# 228 Hooe @ 08/06/14 09:11 PM
Quote:
Originally Posted by GoToledo
I like what I see so far, even though my in-game ticker doesn't seem to be in. They have sold me!

One question, though. Has there been any word on playoff tiebreakers? As someone who was burned by this in the past, I very much hope that it isn't determined by alphabetical order anymore.
There's an article on Tradition Sports Online that says playoff tiebreakers have been "officially fixed".

Quote:
Tiebreakers are officially fixed in Madden 15. While each cycle they have gotten better, the tiebreakers have not mimicked how the NFL utilizes them. This is a big factor in creating a more "friendly" CFM. Being on the wrong end of the spectrum, I know for a fact it is not pleasant feeling "jipped" from the playoffs.
 
# 229 Hooe @ 08/06/14 09:13 PM
Quote:
Originally Posted by PainTrain43
- You can fire coaches during the season....but does it matter? I still have yet to see a Madden game where coaches even make a real difference. Coaches need to affect how fast certain positions progress, how they draft, sign free agents, respond to adversity, etc... The coach prestige thing is a step in the right direction, but not enough.
Starting with Madden NFL 13 and continuing in Madden NFL 25, head coaches do affect, per-position, player XP rewards for weekly goals (i.e. player progression), likelihood of player retirement, and likelihood of signing a free agent player during offseason free agency. Presumably, all of those abilities remain in Madden NFL 15.

These effects were all simple in the previous two Madden games; whether a positive effect was present was dependent upon the coach having purchased with XP a modifier which enabled the trait. For example, a user-controlled head coach could buy a QB Development modifier which increased XP gains for all QBs on his team who achieve weekly progression goals, or a RB retirement modifier which made RBs less likely to retire in the offseason, and so on.
 
# 230 MajorSupreme @ 08/06/14 09:14 PM
Quote:
Originally Posted by CT Pittbull
do you know how long that takes to do? I do I have done it. It sucks. and after the real NFL season gets going there are always players that come out of no where that weren't on the roster at the time you make that base saved file so really it just not worth the time and effort to do this. Why cant it be made easier? Why did NCAA 14, made by the same company, put a "quick season" mode in the game when they already have dynasty? They did it for guys like me that don't wanna sift through all the off field stuff. Why do you need to create 32 separate profiles to control all 32 in offline CFM? Is there a reason or just bad design?
There is a reason, it's CONNECTED franchise. The mode is supposed to be for both offline and online, and some things are sacfriced. That's my reasoning and what I've heard thrown around.
 
# 231 CT Pitbull @ 08/06/14 09:18 PM
Quote:
Originally Posted by mestevo
Only wants to play a single season mode... complains about draft problems. I got nothing.

This game will never satisfy you.

Not true bud. I would love to play through a season and draft the real rookies like we USED to be able to. An edited draft class would work just as well. If this wasn't possible with CCM/CFM then maybe CFM/CCM is a failure. I say this because its looking like the "logic" with CCM/CFM supposedly wouldn't work.


Why wasn't this thought of when CFM/CCM was born/created/designed?? This should have been possible from day 1 imo along with editing ratings inan offline CFM.
 
# 232 therealsmallville @ 08/06/14 09:19 PM
Quote:
Originally Posted by CT Pittbull
It wasn't just season mode that you could EASILY control all the things im talking about. You keep saying 06 but the old school franchise also let you do it, after 06. Yea I would replay the season over and over with different teams or play all the games on a schedule that I felt like. And it was easy. Ever since CFM/CCM came along it has restricted everything a lot of us used to enjoy in playing a season/seasons. NCAA 14 added a beautiful season mode last year that a lot of people enjoyed. Maybe Madden needs to do the same. Im just not interested in a football RPG. To me with out having the opportunity to edit draft classes and draft real rookies there is no point in playing past one year. Kinda kills the immersion to draft a white cornerback named Artrelle Patterson. Kinda kills the realism when you let the cpu control a team and they release one of their better players after training camp.


I also said I was happy for those who were happy for the CFM info so I have no idea why you have such an issue with what I was saying. Asking to be able to turn off the off the field fluff isn't really complaining IMO just a request. Seems to me like your trying to pick an OS fight with your wise *** comments..and that's funny
Nah man, not trying to pick a fight. Just trying to understand where you were coming from, and I didn't play Madden on Xbox or PS2 after 06 so I'm not familiar with features that continued on.

My point about complaining was meant in jest (see the bit about "half of OS"), but obviously was worded poorly. My fault. Hope you find what you're looking for in Madden eventually.
 
# 233 callmetaternuts @ 08/06/14 09:24 PM
Any word on auto subs?
 
# 234 Mckinley Cash @ 08/06/14 09:25 PM
Quote:
Originally Posted by CM Hooe
Starting with Madden NFL 13 and continuing in Madden NFL 25, head coaches do affect, per-position, player XP rewards for weekly goals (i.e. player progression), likelihood of player retirement, and likelihood of signing a free agent player during offseason free agency. Presumably, all of those abilities remain in Madden NFL 15.

These effects were all simple in the previous two Madden games; whether a positive effect was present was dependent upon the coach having purchased with XP a modifier which enabled the trait. For example, a user-controlled head coach could buy a QB Development modifier which increased XP gains for all QBs on his team who achieve weekly progression goals, or a RB retirement modifier which made RBs less likely to retire in the offseason, and so on.
Coaches this year also affect your player's confidence.
 
# 235 ctdaprince @ 08/06/14 09:31 PM
Yea Madden 15 will most likely be a pass for me. I mainly play franchise mode and without having real players in the draft classes is a deal breaker for me. Hopefully they fix this in Madden 16 or at least give us the ability to edit the randomly generated draft class if they won't give us a create a draft class like 2k.
 
# 236 therealsmallville @ 08/06/14 09:34 PM
Quote:
Originally Posted by checkwreck
Couldn't be more disappointed. Can't stand drafting guys like "Leon Sandcastle" I want real rookies I want my franchise to last longer than 1 year. 2k has it and still has a ridiculous amount of success even with NBA live competing with them.

Don't see why the IR isn't correct and the practice squad is still a no go. Obviously there are a lot of good things that Madden has included but still some of this stuff just doesn't make sense. What sucks is that no matter how mad we are, there are no other football games and we will buy this game anyway. Oh well, maybe one day.
The only reason I can fathom as to why there is still no practice squad, or proper weekly wrapup show, or heck, even Pro Bowl with actual team helmets, is for parity among consoles.

The X1 & PS4, I'm sure, are powerful enough to render individual team helmets in the Pro Bowl (the original Xbox could do it, although the textures were toned down). They have the disc space for the extra UI & coding for practice squads, and "sportscenter-esque" shows. But since they still have to make these games for last-gen consoles (much larger user base), it's my opinion that some of these things are held back. The lions share of Madden money will still come from last-gen consoles, I think, and while they try to entice people to upgrade (better graphics, CFM uogrades, Madden/X1 bundle) they still need to sell as much of the old stuff as they can.

Or it could all be Samsonite, and I'm way off :P
 
# 237 Jakeness23 @ 08/06/14 09:36 PM
Definitely needs more tackling animations. I've seen that same one where the defender stands him up, they chop their feet, and then they go down, every year for like the last 6 or more. It's about time for dynamic tackling like backbreaker.
 
# 238 Bull_Dozer @ 08/06/14 09:40 PM
Quote:
Originally Posted by apollon42
Do random draft classes mean that we'll have guys named LaDarias Williams being a white guy from BYU?
Are you implying that a white guy couldn't be named LaDarias?

 
# 239 Godgers12 @ 08/06/14 09:43 PM
I'm concerned that this confidence system will cater to only the very good players. If you're just an average player, you will struggle to compete, with the likes of those that make it deep into the playoffs every season. While the good players will have juggernaut teams by year 2 or 3. I absolutely loath the fact that your players get a ton of XP for making it to and winning the Super Bowl, or just making the post season. There was a player in my franchise that had 3 95+ spd LB's by year 3, he had Dontay Moch up to 97 speed for crying out loud. I'm not the greatest of players, I win between 8 and 11 games every season, and I find it hard to compete with the likes of those who make it deep into the playoffs every year. Even when I outplay them, their teams are just so OP that it doesn't even matter.
 
# 240 Aggies7 @ 08/06/14 09:46 PM
Quote:
Originally Posted by Bull_Dozer
Are you implying that a white guy couldn't be named LaDarias?


Before someone says something and gets banned for a TOS violation. No more race talk. Only warning. Not picking on you, but this is post I immediately saw and am quoting. This applies to everyone.
 


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