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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
# 321 DNMHIII @ 08/07/14 12:15 PM
Quote:
Originally Posted by roadman
I feel the difference is they are taking out something that wasn't received so well(hot and cold streaks) and replacing it with, hopefully, something better and more "groundbreaking."

Sorry, Charter, you threw me a softball on that one, lol.
Yeah thats what I'm thinking and I'm 100% behind that and I hope it works great because thats what we all want. I'm just trying to wrap my head around the new player momentum and so far I actually like on paper the way its set up.
 
# 322 slappymancuso @ 08/07/14 12:18 PM
Quote:
Originally Posted by Cowboy008
One thing I hope we get is if a CPU teams starting QB struggles and his confidence gets real low they will put in the back up if his confidence is higher.
I agree.

This seems like the real determining factor on whether or not confidence is "groundbreaking" in this iteration. If the CPU logic is intelligent enough to base decisions on these changes, it would at least be a lot more interesting.
 
# 323 The JareBear @ 08/07/14 12:20 PM
Quote:
Originally Posted by Cowboy008
One thing I hope we get is if a CPU teams starting QB struggles and his confidence gets real low they will put in the back up if his confidence is higher.
Nice thought, I hope so.

Something tells me the game won't quite be at this point this year but probably soon.
 
# 324 countryboy @ 08/07/14 12:20 PM
This thread is groundbreaking

Quote:
Originally Posted by Cowboy008
One thing I hope we get is if a CPU teams starting QB struggles and his confidence gets real low they will put in the back up if his confidence is higher.

I was thinking the same thing. But I'm hoping that if they do this, the confidence thing is so "touchy" that the cpu is constantly changing QB's or any other position.
 
# 325 DNMHIII @ 08/07/14 12:20 PM
Quote:
Originally Posted by charter04
Yes no more hot cold. It's still not exactly the same though. The reasons for a hot or cold streak were not good. If you didn't meet certain goals you would go cold. The problem was the goals were crazy at times. Like a back up needing to get 100 yards rushing or a QB needing 3 TD passes. Not doing those things wouldn't always cause a player to be cold in real life.

The goals are more realistic now.

Also now you will actually see the ratings going up or down. Before it was all guessing.

Also I didn't notice hot cold having much affect in 25 like it did in 13. Seems like it's going to have more impact on played games and they said all these changes will have a impact on simed games.

Still going to wait and see if it's all as advertised but, it all sounds like a step in the right direction as far as getting CFM to be more than just 16 play now games with stat tracking
I really hated the Hot/Cold streak because of those crazy goals. Going into week one coming off of preseason with your entire starting units on a cold streak isn't my idea of fun at all.....lol
 
# 326 blklightning @ 08/07/14 12:23 PM
Hopefully with the XP system you can't build a super team in half a season. But the game looks so promising this year that I've got to believe that they balanced it. Maybe there's the old system where the computer decides who progresses and regresses. Not like in real life a coach can just decide to make his qb throw the ball farther. So hopefully that's still available.
 
# 327 DNMHIII @ 08/07/14 12:30 PM
Its kind of a bummer that we're still not 100% clear on game prep/XP and what you're able to do from week to week. We have the broad strokes 25 miles up view, but the ground level would be nice. I want to know exactly how much XP you can gain per week and if you can work your entire team in position/individual drills, or only a few players per week.
 
# 328 Sheba2011 @ 08/07/14 12:37 PM
Quote:
Originally Posted by LarryMerchant1
CONFIDENCE is built by SUCCESS

DRAFT picks should have their confidence rating based on their SUCCESS in college..or hype from a great combine showing..ect
College success doesn't often translate to the pro's. Kellen Moore was one of the greatest QB's in NCAA history, he didn't get drafted which probably took a big hit to his confidence. With the Combine there is always those few workout warriors who do amazing in every drill and wind up being 6th round picks or even going undrafted. NFL teams use the combine more for the chance to interview players (and have their medical staff check them out) than to watch the underwear olympics.
 
# 329 mestevo @ 08/07/14 12:38 PM
Draft slot probably a bigger point of confidence for rookies. It determines their payday and job certainty.
 
# 330 DNMHIII @ 08/07/14 12:44 PM
Quote:
Originally Posted by mestevo
Draft slot probably a bigger point of confidence for rookies. It determines their payday and job certainty.
AJ Jenkins says hi
 
# 331 swiftychampleone @ 08/07/14 12:45 PM
All of this sounds great and I'm skimming through the comments here. Is there 32 team control?
 
# 332 charter04 @ 08/07/14 12:46 PM
Another thing I noticed on one of the screen shots of Ryan Tannehill was that it showed his three accuracy ratings being down by two points with arrows pointing down but, his arm strength was still 91 and not affected. This is good news because things like arm strength and speed should not go up or down based on confidence.
 
# 333 charter04 @ 08/07/14 12:47 PM
Quote:
Originally Posted by swiftychampleone
All of this sounds great and I'm skimming through the comments here. Is there 32 team control?

Yes. It's either just like madden 25 or possibly easier to select all 32. It's still in though.
 
# 334 DNMHIII @ 08/07/14 12:51 PM
Quote:
Originally Posted by charter04
Another thing I noticed on one of the screen shots of Ryan Tannehill was that it showed his three accuracy ratings being down by two points with arrows pointing down but, his arm strength was still 91 and not affected. This is good news because things like arm strength and speed should not go up or down based on confidence.
As much as this would seem like common sense that they wouldn't be affected, I'm so happy that common sense was used with the implementation.
 
# 335 DNMHIII @ 08/07/14 01:00 PM
At this point the only real thing I'm on pins and needles about is draft classes. If I see skill players with 76 SPD 75 ACC and 78 AGI I'm gonna be absolutely livid.

Nothing screams "you just ruined franchise" more than the absolute hideous job that was done on skill player attributes for draft classes in 25. I actually laughed out loud to myself and said "of course....of course they'd screw something that important up so bad that it would kill it for me" I think I might of screamed that now that I think about it, but I've tried to block that realization out of my head.

Fingers crossed at this point.
 
# 336 swiftychampleone @ 08/07/14 01:01 PM
Quote:
Originally Posted by charter04
Yes. It's either just like madden 25 or possibly easier to select all 32. It's still in though.
Cool. So this means if I see the CPU do something to their lineup/roster that I don't like during the, I can change it?
 
# 337 kjjnesb @ 08/07/14 01:02 PM
Only complaint is not being able to edit draft classes but other wise it looks solid if everything works correctly.
 
# 338 Sheba2011 @ 08/07/14 01:04 PM
Quote:
Originally Posted by DNMHIII
At this point the only real thing I'm on pins and needles about is draft classes. If I see skill players with 76 SPD 75 ACC and 78 AGI I'm gonna be absolutely livid.

Nothing screams "you just ruined franchise" more than the absolute hideous job that was done on skill player attributes for draft classes in 25. I actually laughed out loud to myself and said "of course....of course they'd screw something that important up so bad that it would kill it for me" I think I might of screamed that now that I think about it, but I've tried to block that realization out of my head.

Fingers crossed at this point.
In the video Josh said this was something that was fixed. One of the GC's said that was one of the first things they brought up to Josh when they first met to discuss CFM. Hopefully those days are in the past.
 
# 339 DNMHIII @ 08/07/14 01:07 PM
Quote:
Originally Posted by kjjnesb
Only complaint is not being able to edit draft classes but other wise it looks solid if everything works correctly.
Never gonna happen with Storyline though IMO. If they could build an option at the beginning of a season to import/create/edit existing and that would just remove storyline for that season it would be awesome.

I highly doubt they'll invest time on the option to remove anything that invested time in even though it would make the game better for some unfortunately.
 
# 340 DNMHIII @ 08/07/14 01:14 PM
Quote:
Originally Posted by Sheba2011
In the video Josh said this was something that was fixed. One of the GC's said that was one of the first things they brought up to Josh when they first met to discuss CFM. Hopefully those days are in the past.
You know the attention to detail is what has disappointed me the most about the Madden title and it's things like the draft classes that I saw in 25 that really prevent me from having confidence in what they do to develop and release the game. How stuff so simple just gets past/ignored by them every release has created a lot of built up resentment towards the Madden team to be honest.

I hope someday the game gets a good base and it just gets better and better, right now it still working on its base and I'm getting older....lol
 


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