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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
# 101 badluck22 @ 08/06/14 02:28 PM
Looks interesting and im definitely excited, couple of small things


Not so much editing draft classes but i would like to be able to edit the players AFTER they've been drafted or at least be able to look at them before hand. There are some instances where the skin color of the player doesnt match up with the random generated face. Or we see a guy who doesnt have dreads in his picture but his player model does, so at the very least able to edit their Face/Skin.

The redesigned uniforms have me intrigued, i wonder while relocating if we have the ability to choose any team we want or if its still restricted by location. For example i may like the Brooklyn Bulls Logo,Uniform but i may want to use them in San Antonio, id like to be able to do that more options is always better. i may want to move a team to London but if i dont like any of the logos or uniforms then i probably wont.

And speaking of relocation i wonder if they fixed it where if i move the Jacksonville Jaguars to LA or any team to any other city if the field art still keeps "Jacksonville" or it just says Jaguars.

Maybe this is just me but random draft classes scare me, i know Looman mentioned his team put a lot of work into them and i believe it but i havent seen random draft classes work in any game. NBA2k has them and they are pretty bad but thankfully there are some people out there that create their own custom ones and we can use those.

Also no mention of CPU draft logic? I just had the Giant take 2 qbs in the 1st round in my 1st offseason.

I would have liked to hear something about Elite older QBs, with both Brady and Brees talking about playing into their mid 40s (however unlikely) its a little disheartening seeing both guys gone in CFM after a year. Maybe let them get to 40-43. And speaking of old players i hope i dont see ray Lewis coming out of retirement at 50 like before.
 
# 102 Toupal @ 08/06/14 02:31 PM
CUSTOMMMMMMM DRAFTTTTTT CLASSESSSSSSSSSS
 
# 103 Jarbeez @ 08/06/14 02:34 PM
One thing I didn't see that is the most important for me....can I run an offline franchise with me, my son, and my nephew playing in the same league with different teams from one PS4? This was brutal to not be there last year.
 
# 104 Deflo_ @ 08/06/14 02:35 PM
I'm a harsh critic but they really did address most of the things that killed the game for me last year. The assistance coaches are a welcome addition.
 
# 105 bcruise @ 08/06/14 02:36 PM
RIP Draft Guides. Finally.

You guys who don't play online CFM's may not realize how big of a deal that is. It's HUGE.
 
# 106 DeuceDouglas @ 08/06/14 02:38 PM
Quote:
Originally Posted by charter04
IR already worked as far as having a roster spot open in online CFM. I thought it didn't but, I put a couple of guys on IR in the online CFM and I was able to sign a guy. I always had 53 players so it wasn't that I had 52.

I'm not sure about offline CFM
I'm pretty sure it didn't work in Offline but I may have just been going under the assumption that it didn't work and it actually did.

Quote:
Originally Posted by Trojan Man
I see your point, but I think having a hit to confidence for players who get traded is a really good starting point, as it seems to reward roster stability. That will be especially important for online leagues, where trades can go crazy.
Exactly. It would be good for online leagues and great for offline as well if there was some sort of logic for the CPU to stay the path instead of immediately cutting and signing players of free agents just because their overall is higher. Teams. don't turn over their entire roster during the season. Most changes come from injuries and most guys added to replace those guys are in-house type players.
 
# 107 jeremym480 @ 08/06/14 02:39 PM
After reading this again I have a few questions

1) I see that Dave Searles (aka RedZone25, aka WTFitsDaveyJ) is shown as the RB coach of the Browns. Does that mean he was the user and was playing as the RB Coach or are Game Changers thrown into the game as assistant coaches?

2) Do Assistant Coaches even matter? Do they have any effect on the field or on progression (XP/Game Prep)? Can you hire/fire them?

3) Does a players confidence change while they are injured? For example: If like happen in real life last year happened the game game would someone like Aaron Rodgers (who missed a big chunk of the year due to injury) loss confidence because of his subpar backups?

4) Can a players confidence be negatively effected by what happens in skill drills?

5) Can we change anything about a player from the draft classes? Name, age, skin tone, college, rating, anything?

6) Can we create players inside of CFM (similar to NCAA)?

7) Can you play the Pro Bowl?

8) Assuming throwback uniforms are in.... Will the CPU also occasionally choose throwback uniforms or if not, if I select a throwback uniform will my CPU oppenent change their uniform accordingly?
 
# 108 Aiq xDoDx @ 08/06/14 02:40 PM
I really like what I have seen/read so far. Can't wait to get my hands on it and see how everything plays out.

Two quick questions:

Has anything been done to change the way scouting for the draft works? Just curious if anything has been said about this elsewhere? I can't stand the way it is currently and actually miss the old days of the 'hexagon' and the 40times, bench press, etc stats.

Secondly, I know that all of the names, ratings, schools etc are random now for the draft classes. However, there are still generated storylines. Will people be able to tell generally what the ratings for said players are based on the storylines attached to them?
 
# 109 Toupal @ 08/06/14 02:41 PM
Quote:
Originally Posted by StL_RamZ


sheesh can sim up to 10 years
So does this mean that you can actually go back and keep track of stats from the previous 10 years? Because I have wanted to see upgraded stat tracking for awhile.
 
# 110 Sheba2011 @ 08/06/14 02:42 PM
Quote:
Originally Posted by DeuceDouglas
I'm just talking about guys acquired during the season. Any guys acquired in the off-season should be fine. I'm just talking about going out and signing a QB (or any player) off the street prior to your week whatever game. If you just go and sign guys during the season there should be some sort of penalty that comes along with it so you can't just plug guys in immediately off the street and immediately get their full potential.
I understand what you are saying but how realistic is that? If a guy is sitting at home in week 8 of the NFL season and the Patriots call him and say we need you to come play WR for us, his confidence is going to be either very high or neutral. He isn't going to walk into the locker room depressed and unsure of himself.
 
# 111 RocketTMac1 @ 08/06/14 02:43 PM
1. I like the detail in weekly practices actually mattering for back up QB's or guys with potential. Teams like my Panthers will be tricky to handle with this new system. They can be a contender so confidence is going to matter but we are young enough to need XP every week especially for our new crop of rooks and the wide outs, secondary and O-line

2. Can assistant coaches get interim positions if I fire the head coach during the season? And what about "college coaches"?

3. Will players getting traded to teams on the cusp be effected dramatically from the confidence meter? Like Andre Johnson getting traded to a team on the same level as the Texans?
 
# 112 mestevo @ 08/06/14 02:46 PM
Quote:
Originally Posted by Sheba2011
I understand what you are saying but how realistic is that? If a guy is sitting at home in week 8 of the NFL season and the Patriots call him and say we need you to come play WR for us, his confidence is going to be either very high or neutral. He isn't going to walk into the locker room depressed and unsure of himself.
Agreed, a free agent typically isn't going to have 'wants to cut himself' levels of confidence for making it to a team.
 
# 113 xx13cloud @ 08/06/14 02:46 PM
So is there still no way for friends to play on the same team?.. im glad people are more excited for teams wearing random jerseys instead of madden having great features
 
# 114 Toupal @ 08/06/14 02:47 PM
Quote:
Originally Posted by jeremym480
I wasn't even expecting Custom Draft Classes, honestly. I just want to edit the random draft picks so I can get just like Jamies Winston, TJ Yeldon, etc into future seasons of M15.

Random draft classes are definitely a welcomed addition, especially for online leagues, but it would be nice to (at the very least) have the ability to rename drafted players.
This is all I have ever wanted out of this game. But I guess the online community and randomized draft classes are more important.
 
# 115 Sheba2011 @ 08/06/14 02:47 PM
Quote:
Originally Posted by RocketTMac1
1. I like the detail in weekly practices actually mattering for back up QB's or guys with potential. Teams like my Panthers will be tricky to handle with this new system. They can be a contender so confidence is going to matter but we are young enough to need XP every week especially for our new crop of rooks and the wide outs, secondary and O-line
With their WR's (or lack there of) and offensive line the Panthers will not be contenders this year...
 
# 116 Sheba2011 @ 08/06/14 02:51 PM
Quote:
Originally Posted by Toupal
This is all I have ever wanted out of this game. But I guess the online community and randomized draft classes are more important.
EA not getting sued is what is most important. After the Sam Keller lawsuit in which they were sued for allowing users to edit the names and likeness of players I wouldn't be surprised if we never see editable draft classes again.
 
# 117 bcruise @ 08/06/14 02:52 PM
Quote:
Originally Posted by MossMan84
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.

Can someone please explain this to me?
In previous years the player's overall rating in-game was their "true" rating, un-influenced by the coach's scheme. Often times, that made it appear differently than their front-end overall rating, which is influenced by a head coach's scheme choice.

They're saying that whatever a player's rating appears as in the front-end will carry into the in-game depth chart screen now.
 
# 118 charter04 @ 08/06/14 02:53 PM
Quote:
Originally Posted by MossMan84
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.



Can someone please explain this to me?

Before in CFM if you looked at your team they would be rated a certain overall based on scheme. In the game you could pause the game and go into the depth chart and the overall would be totally different. It's because in game it showed the overall without taking schemes into account. It was like the play now overall.

Now both numbers will be the same
 
# 119 Sheba2011 @ 08/06/14 02:54 PM
Quote:
Originally Posted by bcruise
In previous years the player's overall rating in-game was their "true" rating, un-influenced by the coach's scheme. Often times, that made it appear differently than their front-end overall rating, which is influenced by a head coach's scheme choice.

They're saying that whatever a player's rating appears as in the front-end will carry into the in-game depth chart screen now.
Which should make schemes finally matter.
 
# 120 Hooe @ 08/06/14 02:54 PM
Quote:
Originally Posted by MossMan84
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.

Can someone please explain this to me?
Sure.

In Madden NFL 13 and Madden NFL 25, each head coach has various player "scheme settings" in which he sets up what sort of player he values at each position. For example, pocket passer QB vs scrambling QB. Changing this setting affects the OVR rating calculation for that position group for that team. For user head coaches, that change in calculation resulted in new OVR ratings for players in that position group based on the desired player type. For CPU teams, the changed OVR rating would change what sort of players they targeted in the draft and free agency.

The issue the older games had - and what was corrected - is that this OVR rating calculation change did not carry over into played games. Within a game in progress, if a user paused and went to the Depth Chart screen, he would see the OVR rating calculation as if the scheme setting was not applied; i.e. the default OVR rating calculation that is used in the game's frontend outside of Connected Franchise mode. This has been fixed, the calculation is now the same in both places.

This inconsistency was a bit of a sticking point for a lot of people and IMO has resulted in a lot of confusion about what the scheme settings are actually supposed to do. It's a small fix, but a necessary and good one.
 


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