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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
# 261 kidanything2 @ 08/07/14 12:50 AM
Every single thing they touched on seems good. The practice, the free agency, random over fixed classes. All sound great, but have the potential for EA to screw them up, but that's another topic.

However, it is all wasted on me because without editable draft classes, I won't play this game. I'm not even mad about it at this point, I haven't bought madden in like 5 years. To apply an appropriate sports cliche "We'll get em next year."
 
# 262 Desolationmike @ 08/07/14 01:05 AM
Quote:
Originally Posted by DeuceDouglas

Maybe I'm a nerd but does anyone else really like that ticker at the bottom with the remark about McCoy liking his incoming rookie receiver? I'm sure it's one of those things you'll see a bunch of times throughout a franchise, but I still think it's a good step. Hopefully it will change based off of confidence and player quality. I hate seeing sories or quotes like this that make no sense (i.e. player A is upset about playtime despite playing entire games.)
 
# 263 DeuceDouglas @ 08/07/14 01:06 AM
Quote:
Originally Posted by Big FN Deal
Ah, ok, I can understand that my frustrate some but I like it, lol. It at least puts some onus for game planning before FA with regard to personnel moves like real life versus ad libbing. I'm sure there are better ways to implement a system that's more realistic and I doubt it's an intentional design decision but I'm for anything that that makes player/team management more realistically challenging.
Yeah, I would never be averse to something that clouded the ratings and still left some mystery behind them whether it be letter grades or number ranges but being completely in the dark on guys like free agents would definitely peeve me. Although, chances greatly being that I'll be using 32 team control this year it might make things a bit interesting.
 
# 264 Cowboy008 @ 08/07/14 01:08 AM
Quote:
Originally Posted by Desolationmike
Maybe I'm a nerd but does anyone else really like that ticker at the bottom with the remark about McCoy liking his incoming rookie receiver? I'm sure it's one of those things you'll see a bunch of times throughout a franchise, but I still think it's a good step. Hopefully it will change based off of confidence and player quality. I hate seeing sories or quotes like this that make no sense (i.e. player A is upset about playtime despite playing entire games.)
I could be wrong but I think that is real NFL headlines.
 
# 265 DeuceDouglas @ 08/07/14 01:10 AM
Quote:
Originally Posted by Desolationmike
Maybe I'm a nerd but does anyone else really like that ticker at the bottom with the remark about McCoy liking his incoming rookie receiver? I'm sure it's one of those things you'll see a bunch of times throughout a franchise, but I still think it's a good step. Hopefully it will change based off of confidence and player quality. I hate seeing sories or quotes like this that make no sense (i.e. player A is upset about playtime despite playing entire games.)
I love the ticker but what across the bottom is just real life stories from NFL.com and has nothing to do with your actual franchise. It's a huge missed opportunity. I'm not trying to plug myself but if you go to the Expanded Broadcast link below I actually made some mockups of the possibilities that they have with it. They are really missing out not utilizing it though. I think I would actually prefer the storylines running through that than the story feed UI currently being used.
 
# 266 RandyBass @ 08/07/14 01:41 AM
For context, I have been disappointed with Madden for quite some time, like close to a decade now.

With that out of the way, I like what I am seeing!

The series obviously still has a ways to go, but between this here franchise news and the defensive improvements it looks like it's at least a few steps closer.

Hopefully it all comes together for a solid and worthwhile release.
 
# 267 Sheba2011 @ 08/07/14 01:48 AM
Quote:
Originally Posted by CT Pittbull
My problem is if I let the CPU have any control what so ever the Broncos release Wes Welker after training camp. I just want to play the real games from the real season with the real rosters. NO bs CPU moves/cuts/trades. I don't want to babysit the CPU's braindead football management skills. Maybe this year will be different but I doubt it
You mean like how Chip Kelly cut Desean Jackson at the end of the season (i know you said training camp) or Tampa Bay with Derrell Revis or Chicago with Julius Peppers? If that happened in the game last year you would have been talking about the braindead cpu moves.
 
# 268 Sheba2011 @ 08/07/14 01:51 AM
Quote:
Originally Posted by LorenzoDC
I don't think off season was touched at all, from what I can tell.
Except for player regression/progression explanations and the new Free Agent system...
 
# 269 CyberRudy25 @ 08/07/14 02:06 AM
I wish they brought back the extra point.
 
# 270 tdogg097 @ 08/07/14 02:06 AM
Wow! I'm sold.


As long as the sim engine doesn't allow half of the starting qb's to throw for less than 50% cmp pct I'm good. I spent weeks tweaking rosters before ever playing a game just to get palatable qb sim stats.


So glad practice is gone. It was a laborious, overpowering part of the game and added zero enjoyment. I love the idea of being able to develop a young qb while at the same time preparing my starter to be at his best week in and week out.


I would have liked to seen some type of homefield advantage tied into the confidence rating. If you play in Seattle the Seahawks should get a boost while the opponent takes a hit. Homefield isn't as profound in the pros but it definitely exists.
 
# 271 Sheba2011 @ 08/07/14 02:09 AM
Quote:
Originally Posted by Mckinley Cash
Coaches this year also affect your player's confidence.
They also affect whether a free agent signs with your team.
 
# 272 Sheba2011 @ 08/07/14 02:26 AM
Quote:
Originally Posted by PainTrain43
Sales have already dropped quite a bit and I know quite a few people who skipped Madden last year for just that reason and are skipping it again for that reason.

Not saying they will lose millions of customers...but probably in the thousands. That is a big deal to ALOT of people, and a big reason alot of people even bought NCAA to begin with when it was still being made.
Sales dropped in the first few months but that had more to do with two new consoles about to be released a few months later. Once sales from the PS4 and XB1 were added in the overall sales were down compared to 13 but not by a significant number. The difference could be explained by the down economy and high unemployment rate just as much/more as draft classes.
 
# 273 Sheba2011 @ 08/07/14 02:31 AM
Quote:
Originally Posted by badluck22
im 90% sure you can build a new stadium in your current city if the current stadium is bad enough.
As long as your current stadium was below a certain number last year (don't remember what it was) you could build a new stadium in the same city.
 
# 274 Sheba2011 @ 08/07/14 02:39 AM
Quote:
Originally Posted by Azcardinal32
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.
While I would love to see a combine, realistically you can't take much from it. Real NFL scouts/coaches call it the underwear Olympics for a reason. 40 yd dash was originally designed for gunners because the average punt was 40 yds. It doesn't tell you how fast a player will be in an actual game situation, it tell's you how fast he is in perfect conditions, running in a straight line while wearing underwear. While we have to spend points to determine speed, NFL teams have to spend ridiculous amount of times in the film room to determine just how fast or strong a recruit really is. They mainly use the combine for two reasons: one it's the first chance you have all the recruits practicing together and interacting with one another. Two it's the first chance many teams have to interview every player on their draft board.
 
# 275 DeuceDouglas @ 08/07/14 02:40 AM
I wonder if the relocation issues have been fixed. I'd love to move the Raiders or Rams back to LA but if it's going to still say Oakland or St. Louis in the end zone it's a complete waste of time. I'd like to see some more stadium variance as well but I think that would have been mentioned.
 
# 276 Sheba2011 @ 08/07/14 02:46 AM
Quote:
Originally Posted by DeuceDouglas
I wonder if the relocation issues have been fixed. I'd love to move the Raiders or Rams back to LA but if it's going to still say Oakland or St. Louis in the end zone it's a complete waste of time. I'd like to see some more stadium variance as well but I think that would have been mentioned.
That (along with the horrible relocation team uniforms/logos) is what killed owner mode for me last year. I ended up giving up after a few attempts and just playing coach mode. I don't want to play with the San Antonio Rams of St. Louis, I want the San Antonio Rams. I would even settle for just generic endzones rather than seeing St. Louis Rams in the endzone.
 
# 277 crf2012 @ 08/07/14 03:06 AM
Quote:
Originally Posted by Caveman24
So will Ray Lewis at 45 still pop up out of "retirement"?
it will probably be tony gonzalez this year
 
# 278 Rjrosco @ 08/07/14 03:41 AM
Quote:
Originally Posted by CT Pittbull


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.
Exactly
 
# 279 Sheba2011 @ 08/07/14 04:15 AM
Quote:
Originally Posted by Mr.Smif
So Madden 15 two biggest features in CFM (Confidence & Game Prep) are features that have been in other sports games for years, smh. To me those shouldn't be the BIG features, they should be complimentary features at the bottom of the feature list.
I have not played Franchise in Madden since Madden 05 on PS2 and it looks like it's still not to the point worth sending my valuable time on. Looks like I will be spending most of my time playing online matches for a couple months before I get bored with it. Like someone mentioned in another thread, I wish they had a single season mode.
Game Prep is so basic, its about boosting up players stats to get them to play better in a game. Game Prep should be about preparing for what plays the opponent is going to run next week and preparing a gameplan for them, thats how Game Prep is done in real life.
If the confidence addition works as advertised it will be a ground breaking addition unlike anything we have seen in most sport's games. Game Prep gives you the option to either boost a single players XP or Confidence but you can also work with an entire position group to prepare them for the game your about to play.
 
# 280 Desolationmike @ 08/07/14 05:26 AM
Quote:
Originally Posted by DeuceDouglas
I love the ticker but what across the bottom is just real life stories from NFL.com and has nothing to do with your actual franchise. It's a huge missed opportunity. I'm not trying to plug myself but if you go to the Expanded Broadcast link below I actually made some mockups of the possibilities that they have with it. They are really missing out not utilizing it though. I think I would actually prefer the storylines running through that than the story feed UI currently being used.
Damn, I forgot they added that IRL ticker. While I think that's a cool concept, and I like it for main menues and Play Now, why the he'll would it be in CFM? What if I summed ahead 10 years? How is it at all relevant to what's going on? I feel like it would help their "storylines" a lot if they changed it. I'm still looking forward to Madden and CFM but that's a nagging detail, and I'm such a stickler for little details like that. Especially for CFM and "career" mode, if you can even call it that. I miss superstar mode which was immensely better and after playing NBA2k's MyPlayer, Maddens "career" is a joke.
 


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