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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
# 241 Chiryder85 @ 08/06/14 09:48 PM
meh not bad.
 
# 242 randymoss07 @ 08/06/14 09:50 PM
Some people can never be pleased, they worked hard on the game and for that I'll spend my 60 dollars.
 
# 243 Aggies7 @ 08/06/14 09:51 PM
How is confidence going to change my players performance? Does it just lower my overall. Heading into the game.
 
# 244 ggsimmonds @ 08/06/14 09:59 PM
I really want to see an in depth blog thingy detailing what affects confidence.

If I play as the Ravens and draft a QB in the first round will it impact Joe's confidence?

Hopefully in the future they add to it so that some players are more sensitive to such changes. Some players handle adversity better than others.
 
# 245 friscob @ 08/06/14 10:01 PM
Quote:
Originally Posted by fancyclaps
Huh? They took about a million steps forward with draft classes.
Im not sure how they took any steps forward

That graphic showing players interest levels while in free agency is a thing of beauty. Cant believe it took this long but at least its here
 
# 246 mestevo @ 08/06/14 10:02 PM
Quote:
Originally Posted by ggsimmonds
I really want to see an in depth blog thingy detailing what affects confidence.

If I play as the Ravens and draft a QB in the first round will it impact Joe's confidence?

Hopefully in the future they add to it so that some players are more sensitive to such changes. Some players handle adversity better than others.
.... didn't they use exactly that example in the blog?
 
# 247 Hooe @ 08/06/14 10:05 PM
Quote:
Originally Posted by Aggies7
How is confidence going to change my players performance? Does it just lower my overall. Heading into the game.
It was mentioned that low confidence negatively affected "key attributes". There was a screenshot on the blog with Ryan Tannehill having low confidence, and there were red down arrows next to his Throw Accuracy Short / Medium / Deep ratings.



It appears that the reduced ratings are visible in this screen; out of the box, Tannehill's accuracy ratings are 87 / 80 / 70, per the ratings reveal blogs.
 
# 248 Cowboy008 @ 08/06/14 10:11 PM
This is a little thing but I was just wondering they said teams will wear alternative jerseys this year. Does this mean they will wear throwback jerseys as well?
 
# 249 OhMrHanky @ 08/06/14 10:19 PM
Well, 1 thing I noticed was missing and at this point I am going to assume has NOT been fixed. But, if anyone has heard, please, chime in. When u supersim DURING a game, does it factor in the play clock now? FINALLY?? U know, so that if u supersim an entire quarter, u don't throw 70+ passes and rush for 300 yds with each play lasting 7 secs with no play clock runoff?? This isn't a deal breaker for me, BUT it's just one of those things that irks me when trying to run out the clock with 5-10 min left if I'm up by a lot and other random times I want to use supersim.
 
# 250 Primo80 @ 08/06/14 10:28 PM
Draft classes got overlooked again... guy was touting random classes as if it was a new thing. Yeah its an improvement if it prevents people from internet scouting, cool. So it was a bad idea in retrospect, thats not new over at EA.

I want to know what their long term vision over there is for career mode. Those rookie recruits need to be convincing. I saw a screen with a rookie on it - still a generic face that doesnt look right next to actual pros.

Im not trying to cry about it, just pointing out that - tuned stats aside - we'll be drafting the same stale players as before. All I can hope for is that they dont make these player models look slapped together on the field. Matter of fact, just take out those bulky elbow pads altogether.
 
# 251 rkocjay @ 08/06/14 10:39 PM
20 days seems far away
 
# 252 badluck22 @ 08/06/14 11:00 PM
Quote:
Originally Posted by goravens2052
Your two points is something I want to know about as well. The relocation thing, yes being able to choose any team name regardless of the city would be a very welcome addition. I also noticed they said that you may be better off building a new stadium, or relocating. In M25, the only way you could build a new stadium is by relocating, and you couldn't just build a brand new one in the same city. Does that mean we actually can build a new stadium in our current city?
im 90% sure you can build a new stadium in your current city if the current stadium is bad enough.
 
# 253 badluck22 @ 08/06/14 11:05 PM
Quote:
Originally Posted by slingblade73
I wonder if we have been given more scouting points. You could not really research in depth numerous positions of need last year. They want us to dig deep in these random classes, we need the points to do so.
this site is saying its been redesigned, that was a worry of mine too
http://traditionsportsonline.com/thr...-means.111768/

Quote:
Scouting Changes:
What it all means: In Madden 15, the Scouting has been tweaked to allow for more in depth scouting. The Letter grade is now easier to access, while the true number grade will cost you an abundance of points. This will help CFM users scout more in depth on the surface, and allow them to build their boards a little better. Of course, that is only if you do not go crazy and use all your points on a stud player.
 
# 254 charter04 @ 08/06/14 11:18 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?

Had to take this post off before I got banned.
 
# 255 Kaiser Wilhelm @ 08/06/14 11:24 PM
Quote:
Originally Posted by charter04
That reminds me of the recruits produced in the NCAA football series. There would be 10 out the top 25 players were ath, RBs, and WR's named things like Dedrick Jones and run 4.2's and be white. Then 80% of kickers and punters would be black. It just starts looking weird in year 8. Lol
I doubt EA will employ racial profiling in Madden.
 
# 256 MrPinkBlackrose @ 08/06/14 11:38 PM
....and about being off the field on 4th down.....what if there is a punt return for a TD?? Do I miss seeing that because it is sim'd??? If a tree falls in the forrest, it will have made no sound....
 
# 257 cam780 @ 08/06/14 11:45 PM
I am cautiously optimistic. I like the thought of random draft classes; however, I can also see some issues. Are we going to see classes with QB Jadaveon Smith, RB Jadaveon Francis' C Jadaveon Johnson, CB Jadaveon Frederick and P Jadaveon Clinton? There are just some names that shouldn't be common.

Also if story lines are in and random and no different than the past 2 years, could we see the two sport quarterback slated to go first overall choose baseball in back to back seasons?

Also on an aside, what's up with the lack of real coaches in the game? A few years ago you had every coach in the union in the game and now you probably have 10? It's too late for this version but next year, if we can't get NFL coaches I'd like to see some form of back story for the created coaches. Maybe even give them a CFM story line, maybe Tomas Single is Alabama's head coach whose rumored to be looking to accept the challenge of NFL.
 
# 258 Azcardinal32 @ 08/07/14 12:10 AM
This looks great, this year they made progressing players less tedious. Hopefully next year they can fix scouting. From the screen shown it doesnt look like scouting has changed at all so I still have to spend ridiculous amounts of points on things I can learn for free at the scouting combine like speed, strength, etc.
 
# 259 DeuceDouglas @ 08/07/14 12:31 AM
Apparently this is all you get when going through free agency. No attributes or player type. I really, really hope this can't be true.

 
# 260 DeuceDouglas @ 08/07/14 12:46 AM
Quote:
Originally Posted by Big FN Deal
I get that people want all the info more readily accessible but isn't it possible to obtain more player info in another screen, before actually going into the bidding UI? Again, I get that even if there is, the point is having everything in one place, it's just that if there is some way to obtain all the info, not having it in the bidding screen isn't a big deal to me.

FWIW, I feel that there is already TMI with regard to personnel numeric ratings, so I'm all for people needing to at least put forth some effort to KYP (know your prospect) before going to the bidding screen to make an offer, lol.
If it's like it was before last year, the only way to know anything about the attributes was to predict who might be a free agent and basically write down or try and remember all their attributes because it was inaccessible during the off-season and you were completely blind to everything but player type, scheme and overall.

I still remember in M13 looking for a "possession" receiver and then going out and signing one of the better overall ones off the free agent list only to progress forward and find out he had 63 for catching.
 


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