Home
Feature Article
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
# 41 Godgers12 @ 08/06/14 12:40 PM
Quote:
Originally Posted by l8knight1
Can't you just create/rename the guys? I doubt they changed anything as far as rosters across the board, that allows editing appearance to existing players without creating new. Since these new classes are random, maybe I am wrong.
You can't change ratings, and I'm pretty sure you can't change names.
 
# 42 LorenzoDC @ 08/06/14 12:40 PM
Quote:
Originally Posted by NDAlum
It's a good compromise IMO. Guys like myself who really want to dig into development can and those who just want to fly through weeks can do that.

I'd much rather have something like this than hear a bunch of guys complain that development is too tedious etc etc
Oh, I agree. And I give Looman credit for recognizing the problem in his original concept and turning around. I think it's also incredibly significant that CPU teams will simulate development activities each week, because lack of balance killed CFM's playability last year.

The devil is in the implementation, but if the mode shows balance, from the gameplay level to the franchise management level, so that it remains interesting and competitive, that will get my attention. Not on release day, but depending on what I hear after.
 
# 43 ggsimmonds @ 08/06/14 12:45 PM
To be honest I am a little disappointed.

I wanted the option to edit draft classes more than anything else. I am also sad to hear that aside from random draft classes nothing has changed with regards to prospect scouting. So no draft combine.

Hopefully there is a option to have a freestyle team practice that does not affect progression or confidence. It was nice in NCAA where you could go into practice mode and practice plays for as long as you wanted.

The FA improvements are welcomed, but I would have liked to see a couple more factors (strength of roster).

The improvements to owner mode are a mixed bag. So finding the sweet spot for a price is more challenging, but no mention if prices and attendance figures match up visually in game. And no word on year to year tracking.
 
# 44 alifeincomplete @ 08/06/14 12:47 PM
I just wish we could edit player names and appearances in CFM. I don't know why that is too much to ask for...

The changes outlined sound great!
 
# 45 Sheba2011 @ 08/06/14 12:49 PM
Quote:
Originally Posted by TheSaints7
Bulls look awfully similar to the Rams
But it is a new team name/logo which gives hopes that some cities have team names that actually sound interesting instead of LA Dream, Orlando Orbits or Memphis Steamers.
 
# 46 LorenzoDC @ 08/06/14 12:50 PM
Quote:
Originally Posted by ggsimmonds
To be honest I am a little disappointed.

I wanted the option to edit draft classes more than anything else. I am also sad to hear that aside from random draft classes nothing has changed with regards to prospect scouting. So no draft combine.

Hopefully there is a option to have a freestyle team practice that does not affect progression or confidence. It was nice in NCAA where you could go into practice mode and practice plays for as long as you wanted.

The FA improvements are welcomed, but I would have liked to see a couple more factors (strength of roster).

The improvements to owner mode are a mixed bag. So finding the sweet spot for a price is more challenging, but no mention if prices and attendance figures match up visually in game. And no word on year to year tracking.
Yeah, having the same off season schedule and then the drafting system unchanged is a bummer. And nothing about CPU trade logic, CPU to CPU trade tuning, or CPU signing and depth chart logic.

The confidence system reminds me a bit of NBA 2K, but the tuning of that is critical. Before the NBA 2k14 patch, guys who should be happy with 7-12 minutes per game as role players were getting really unhappy, losing skills/ratings and sometimes demanding trades, making it near impossible to build a decent bench. So the implementation of all these things will be critical, and I expect problems, and needs for patching.
 
# 47 MrPinkBlackrose @ 08/06/14 12:55 PM
hoping the loophole is still in where you could actually watch CPU games...
 
# 48 callmetaternuts @ 08/06/14 12:57 PM
While there are some items missing, I would say the changes made are a great upgrade, assuming they all work as intended. Dynamic ratings, player performance factoring into this, training players all are things we've asked for from Madden.

If (and it's a big if because it's been promised before) free agents actually consider situation and not just money, that will be huge. Before it was just find the best offer and send it to players, but if they look at coach, scheme etc, that would be great.
 
# 49 charter04 @ 08/06/14 01:00 PM
I was pretty sure we wouldn't get practice squads and more options of contract types. I figured a new injury system (head coach 09) wouldn't be added. So I'm not real surprised by this news.

I really like the changes and additions though. These will really add to the fun of the online CFM I'm in.

I'm actually glad that they are adding to and improving CFM instead of scraping it.

The biggest omission is that it looks like we won't be able to create or edit draft classes. That's a shame.
 
# 50 zmonkey @ 08/06/14 01:00 PM
About customizable draft classes...

Because the classes are random now, they must not be hard coded into the game, which means that they probably save to the hard drive/ memory so if either next gen system has a way to transfer save files to a computer there's a good chance they could eventually be edited like they used to for NFL Head Coach.
So yeah, it's grasping at straws but at least it's something.
 
# 51 MrPinkBlackrose @ 08/06/14 01:01 PM
....and I REALLY hope they've made selecting all 32 teams less painful. Essh. I felt like a masochist every time I had to start over for some small oversight
 
# 52 Mckinley Cash @ 08/06/14 01:05 PM
Madden 15: Connected Careers
http://youtu.be/s5nfse-GaTg

Brief video from the article for those that don't have time to read it all right now.
 
# 53 Malcd9583 @ 08/06/14 01:08 PM
Is connected franchise the same as connected careers?
 
# 54 underdog13 @ 08/06/14 01:09 PM
Quote:
Originally Posted by Malcd9583
Is connected franchise the same as connected careers?
yes (10char)
 
# 55 callmetaternuts @ 08/06/14 01:11 PM
If we are controlling a player or a CAP, do we only run training drills for that guy or do we still control whole team? Does a "coach" determine what drills we run?
 
# 56 Malcd9583 @ 08/06/14 01:11 PM
So is there a fantasy draft and full 32 team control?
 
# 57 DNMHIII @ 08/06/14 01:12 PM
I really hope all these new features and tweaks work great and make the game better so I'm looking forward to getting my hands on it.

The one thing that I really want to see, and doubt they did, is have the ability for the commish to advance through the league website and also user teams be able to toggle auto pilot from the web. Not being able to do those things from the web like NCAA was capable of makes running a league absolutely brutal because you have to be on console and that just doesn't work sometimes.
 
# 58 Cowboy008 @ 08/06/14 01:12 PM
I'm officially hyped for Madden now after reading what they have improved in CFM. Yes there are some things that didn't make it in that I would have liked but the stuff the team put in this year is good enough for me. Wish PS4 had the early access because I would have gotten it just to play this game early.
 
# 59 rkocjay @ 08/06/14 01:15 PM
i think this is great still some work needs to be done but i cant wait for the live stream
 
# 60 BJNT @ 08/06/14 01:19 PM
Quote:
Originally Posted by l8knight1
Can't you just create/rename the guys? I doubt they changed anything as far as rosters across the board, that allows editing appearance to existing players without creating new. Since these new classes are random, maybe I am wrong.
That's what I was thinking. We'd just have to scout and then draft the player that fits closest to it's real life counterpart. For example you find a quarterback that rates similar to Jameis Winston. After you get him on your roster change his name, height, weight, school, skin color, number, and hair to refect the real life Jameis Winston. Would rather be able to do all this before though. Maybe they will patch it in somehow.
 


Post A Comment
Only OS members can post comments
Please login or register to post a comment.