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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
# 441 Sheba2011 @ 08/11/14 03:04 PM
Quote:
Originally Posted by Cre8
Never had my question answered on the broadcast. Does anyone know if the game prep/training of players will have different point gains depending on your difficulty settings?
Basically, why bother playing the training sessions on All Madden if you can do it on Rookie for the same amount of XP?
All Madden and Rookie difficulty levels have to do with Gameplay not CFM features.
 
# 442 Sheba2011 @ 08/11/14 03:09 PM
Quote:
Originally Posted by ColtsFan86
Im not understanding some ppls reasons for wanting to edit players ratings. Because i feel if your raising the ratings your cheating yourself out of a challenge,an besides maybe beating the computer in CFM this in no way makes u a better Madden player nor in my opinion does it make the game better because u can change a rating. Someone please help me understand .
Some people just like full control over their franchise mode. Maybe an incoming rookie is rated too high or low they want to change his ratings. Some people like to try to create accurate busts/breakout stars. For instance after the season you see Johnny Manziel (just an example Browns fans I have no hate for Johnny) only passed for 2000 yards and threw 30 int's, they could drop his rating to reflect a draft bust instead of a rising young star. I like having control but it is no way a deal breaker for me especially if confidence actually works as advertised.
 
# 443 jeremym480 @ 08/11/14 03:37 PM
Quote:
Originally Posted by ColtsFan86
Im not understanding some ppls reasons for wanting to edit players ratings. Because i feel if your raising the ratings your cheating yourself out of a challenge,an besides maybe beating the computer in CFM this in no way makes u a better Madden player nor in my opinion make the game better because u cant change a rating. Someone please help me understand .
The reason you're not understanding it is because you are assuming that people want to edit ratings for the sole purpose of boosting our players. When in reality we want to edit ratings to create something closer to what we see on Sundays. That includes lowering some of our own players or raising the CPU players. It's not just to cheat the system, it's to make it better.
 
# 444 SoxFan01605 @ 08/11/14 03:56 PM
Quote:
Originally Posted by jeremym480
The reason you're not understanding it is because you are assuming that people want to edit ratings for the sole purpose of boosting our players. When in reality we want to edit ratings to create something closer to what we see on Sundays. That includes lowering some of our own players or raising the CPU players. It's not just to cheat the system, it's to make it better.
Exactly. I remember in Madden 10 (I think) when Foster broke out with the Texans. He was rated something like 69 in the original roster I was using for my franchise...needless to say, he never broke out. Meanwhile, the Cowboys (who I was using) had several players who needed reductions (beyond ones I had already incorporated...lol...that's how off they were).

The simple truth is that, regardless of quality (meaning, it's not just some knock on Madden's AI), there is not a single AI setup for ANY game that can accurately mimic real life to the degree that some of us like to recreate. Games that allow editing in-season account for this.
 
# 445 sabres32 @ 08/12/14 03:08 AM
This sounds pretty sweet. Thank god I went out today and bought an Xbox One because it ended up being broke as it would not play any discs. I would've been crushed if I bought Madden only to find out my new xbox was broken and couldn't start my franchise.
 
# 446 taity96 @ 08/12/14 07:02 AM
Hi people, does anyone know if you can do a 32 team co-op franchise. I want to control all 32 teams with my brother and play like the real season
 
# 447 taity96 @ 08/12/14 07:06 AM
Hi people, does anyone know if you can do a 32 team co-op franchise. I want to control all 32 teams with my brother and play like the real season. The last one didn't have it, and I don't know if I would Like to get a new one cause that is one of the best parts.
 
# 448 lopey986 @ 08/12/14 07:24 AM
Quote:
Originally Posted by taity96
Hi people, does anyone know if you can do a 32 team co-op franchise. I want to control all 32 teams with my brother and play like the real season. The last one didn't have it, and I don't know if I would Like to get a new one cause that is one of the best parts.
It was posted somewhere else in here with full detail but yes, 32 team control is back this year.
 
# 449 taity96 @ 08/13/14 12:46 AM
Hey could you copy it and post it in this message
 
# 450 taity96 @ 08/13/14 12:51 AM
Quote:
Originally Posted by lopey986
It was posted somewhere else in here with full detail but yes, 32 team control is back this year.
Could you send it cause I'm having trouble findng any info on it anywhere
 
# 451 Primo80 @ 08/13/14 03:31 PM
Have Tiburon ever talked about a subscription, update-based form of Madden development? Kind of similar to WoW where you buy the base game, then download their update every season. I mean if we are going to have a base Madden engine that will have incremental changes every season, wouldnt this give the devs the maximum amount of development time per cycle? Im sure they can drum up just as much hype every time an update arrives as they could a physical copy.

They seem to have settled on the CFM structure and the UI for this generation of consoles so I could see it working. I remember playing Counter Strike back in the day and getting just as excited for their patches to arrive, and they were free! Things you miss about games like that is how the gameplay issues were addressed steadily, seemingly as quickly as they could be fixed. And how all aspects were addressed: netcode, player models, gun models, map geometry, bugs, exploits.

It must be intrinsic to consoles that these updates are more complicated to get through that keeps bugs from being fixed. But lingering bugs like the white sleeve glitch are rediculous.

You would think with such a strong and loyal fanbase, that Madden would exist on a higher level than most games. Use the hard drive for something! Mandatory installs for added animations, or player portraits, or new celebrations, or stadium sounds. Nothing should be taken out of successive games because they needed to compromise on storage space.

Cant they literally build upon previous Maddens? Every August we would pay for the roster, patches, and the right to the online functionality, but the improvements/patches/updates should be granted throughout the season. We shouldnt have to suffer something small being broken for an entire year because the correction of the problem doesnt make the company money.
 
# 452 Primo80 @ 08/13/14 03:45 PM
Quote:
Originally Posted by frankwest718
Why give you some type of subscription when I can take $60 from you on a yearly basis?
To make it digital-only I guess. They already want everyone to be online as implied by their MUT cash grab.
 
# 453 Primo80 @ 08/13/14 03:51 PM
Like what is CFM gonna look like 5 years from now? It was introduced, cleaned up, now cleaned up some more. Its still not polished yet, obviously. I think CFM is here to stay thru this console generation, but how can they keep fans happy year after year with it? I think theyll just incrementally shine it up but if they even had a new CFM UI next season, I'd be surprised.
 
# 454 NFCastle @ 08/13/14 09:19 PM
Looks pretty solid. Still wish they would've implemented a create a draft class system similar to 2k
 
# 455 Anchorman80 @ 08/14/14 09:31 AM
Does anybody know how many seasons are in Franchise mode this year? 30 doesn't cut it. Next Gen is supposed to bigger and better; seems to be that it shouldn't be limited to what we had last gen. Any thoughts or info much appreciated:
 
# 456 Sheba2011 @ 08/14/14 09:57 AM
Quote:
Originally Posted by Anchorman80
Does anybody know how many seasons are in Franchise mode this year? 30 doesn't cut it. Next Gen is supposed to bigger and better; seems to be that it shouldn't be limited to what we had last gen. Any thoughts or info much appreciated:
Last year I think one of the reasons you could only do 30 was because there was only 30 draft classes (not counting NCAA imports). With unlimited random classes you should be able to do more. Admittedly the most I have ever done was 15, but my average is around 8-10 per CFM.
 
# 457 swiftychampleone @ 08/14/14 10:56 AM
Looking for evidence of 32-team control in Madden 15 as well. Where is this stated at by EA? I’m combing through the forums for this info.
 
# 458 charter04 @ 08/14/14 10:57 AM
Quote:
Originally Posted by Anchorman80
Does anybody know how many seasons are in Franchise mode this year? 30 doesn't cut it. Next Gen is supposed to bigger and better; seems to be that it shouldn't be limited to what we had last gen. Any thoughts or info much appreciated:

How many years are you planning on going? I've never gotten close to 30.
 
# 459 Sheba2011 @ 08/14/14 12:02 PM
Quote:
Originally Posted by swiftychampleone
Looking for evidence of 32-team control in Madden 15 as well. Where is this stated at by EA? I’m combing through the forums for this info.
It was in Madden 25 so unless they took it out it should be in 15.
 
# 460 Armor and Sword @ 08/14/14 02:09 PM
Quote:
Originally Posted by charter04
How many years are you planning on going? I've never gotten close to 30.
7 seasons is the max I ever went (Madden 2005) and I am actually halfway through year 4 in M25.

I usually go between 4-6 seasons on average with any franchise mode for any game. I like to start again with a new team, or I get sidetracked with classic rosters...what not.
 


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