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
# 121 zmonkey @ 08/06/14 02:55 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?
Also a player's recent production was factored into the number as well, which led to weird things like an 81 OVR DT claiming to be a 90+ OVR DT after a hot streak, but he still played like an 81.
 
# 122 loadedlux @ 08/06/14 02:59 PM
Random draft classes alone just might bring me back
 
# 123 mmorg @ 08/06/14 03:00 PM
Quote:
Originally Posted by Sheba2011
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.
No they were sued for shipping the game with player likenesses. Courts ruled a few years ago that professional athletes don't have protection of their names, only their virtual likeness. This is how games like Front Office Football and OOTP can ship games with full rosters and not have to worry about obtaining a license from the NFLPA or MLBPA, but they can't ship the games with real logos or uniforms because those licenses are owned by the NFL and MLB respectively.

Being able to edit names doesn't have anything to do with the NCAA lawsuit and it doesn't even come close to being a legal issue.
 
# 124 Sheba2011 @ 08/06/14 03:01 PM
Quote:
Originally Posted by loadedlux
Random draft classes alone just might bring me back
That might get me back into online CFM's. Nothing was worse than having that one dbag who would use a guide and amazingly draft a team of all future all pros. Now those owners actually have to take the time to scout players and play the game the right way.
 
# 125 Yeah...THAT Guy @ 08/06/14 03:02 PM
Quote:
Originally Posted by roadman
Wow, the changes look good!

I loved this part:

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.
My question about this:

Is this strictly based on team overall or how the team is actually doing? If a team with a low overall gets off to a good start and is winning the division at the halfway point, will they continue to just go for XP or will they then convert to trying to just be prepared every week? Likewise, if a team has high expectations but gets off to an 0-5 start, will they "pack it in" and start going for XP to get ready for next year? I'm hoping it will be dynamic like that.
 
# 126 Sheba2011 @ 08/06/14 03:02 PM
Quote:
Originally Posted by mmorg
No they were sued for shipping the game with player likenesses. Courts ruled a few years ago that professional athletes don't have protection of their names, only their virtual likeness. This is how games like Front Office Football and OOTP can ship games with full rosters and not have to worry about obtaining a license from the NFLPA or MLBPA, but they can't ship the games with real logos or uniforms because those licenses are owned by the NFL and MLB respectively.

Being able to edit names doesn't have anything to do with the NCAA lawsuit and it doesn't even come close to being a legal issue.
ESPN (and the actual lawsuit) disagrees with you:

"Though names are not visible on player jerseys in the video games, the lawsuit contends EA Sports intentionally circumvents the prohibitions on utilizing student-athletes' names by allowing gamers to upload entire rosters, which include players' names and other information, directly into the game in a matter of seconds."
 
# 127 DeuceDouglas @ 08/06/14 03:03 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.
When you take into consideration that confidence is a loosely used term to describe ratings increases and decreases, it's very realistic. If you just go sign a QB off the street to start week eight, he's not going to get ratings boosts because he's happy to have a job and now he gets to play. Yes going to struggle and go throw some serious issues if you just throw him to the fire until he gets acclimated.

Look at Josh Freeman for the Vikings last year. They got him, through him in there immediately and he was like 20 of 53 passing. All this confidence rating is is a glorified hot/cold system.
 
# 128 StL_RamZ @ 08/06/14 03:07 PM
was really hoping for a live stream to see all this in action.
 
# 129 Sheba2011 @ 08/06/14 03:07 PM
Quote:
Originally Posted by DeuceDouglas
When you take into consideration that confidence is a loosely used term to describe ratings increases and decreases, it's very realistic. If you just go sign a QB off the street to start week eight, he's not going to get ratings boosts because he's happy to have a job and now he gets to play. Yes going to struggle and go throw some serious issues if you just throw him to the fire until he gets acclimated.

Look at Josh Freeman for the Vikings last year. They got him, through him in there immediately and he was like 20 of 53 passing. All this confidence rating is is a glorified hot/cold system.
He's not getting a ratings boost in the game either, he's going to start off at the baseline confidence level of 50 which is neutral, unless I understand the system wrong.

That's also only one player example. I could counter with Sealver Siliga of the Patriots. He was signed and became an immediate full time starter and finished the year with a sack in 3 straight games.
 
# 130 l8knight1 @ 08/06/14 03:10 PM
Quote:
Originally Posted by Sheba2011
ESPN (and the actual lawsuit) disagrees with you:

"Though names are not visible on player jerseys in the video games, the lawsuit contends EA Sports intentionally circumvents the prohibitions on utilizing student-athletes' names by allowing gamers to upload entire rosters, which include players' names and other information, directly into the game in a matter of seconds."
Interesting, as I had never seen this. What is crazy to me is that ''gamers...upload (and edit) rosters''. In other words, EA wasn't doing it, they were just supposed to prevent people from editing? That logic is so weak, because it also eliminates editing that is pure random, fantasy or fictional.
 
# 131 mmorg @ 08/06/14 03:12 PM
Quote:
Originally Posted by Sheba2011
ESPN (and the actual lawsuit) disagrees with you:

"Though names are not visible on player jerseys in the video games, the lawsuit contends EA Sports intentionally circumvents the prohibitions on utilizing student-athletes' names by allowing gamers to upload entire rosters, which include players' names and other information, directly into the game in a matter of seconds."
That might be what the lawsuit says from the prosecution's perspective, but what did the judges actually legislate their decisions on? Find that and get back to me. It has been ruled in numerous courts, and is displayed evidently in games like OOTP and FOF, that people do not own the rights to their names and only their likeness.
 
# 132 Sheba2011 @ 08/06/14 03:13 PM
Quote:
Originally Posted by l8knight1
Interesting, as I had never seen this. What is crazy to me is that ''gamers...upload (and edit) rosters''. In other words, EA wasn't doing it, they were just supposed to prevent people from editing? That logic is so weak, because it also eliminates editing that is pure random, fantasy or fictional.
This is from the Sam Keller lawsuit which EA and the NCAA recently settled for $20 million. The Ed Obannon lawsuit was the one based on player likeness and NCAA player rights. Based on the wording though it sounds like EA may never give the ability to edit draft classes (who could blame them?), if they do they probably won't allow sharing. I would not be surprised if 2k follows soon before they are also sued.
 
# 133 mestevo @ 08/06/14 03:13 PM
Quote:
Originally Posted by l8knight1
Interesting, as I had never seen this. What is crazy to me is that ''gamers...upload (and edit) rosters''. In other words, EA wasn't doing it, they were just supposed to prevent people from editing? That logic is so weak, because it also eliminates editing that is pure random, fantasy or fictional.
Yes, allowing others to infringe doesn't put EA in the clear just because they agent doing it themselves. Nothing weak about the logic there.
 
# 134 oneamongthefence @ 08/06/14 03:15 PM
Hopefully they'll now have a blog to say what's gonna be in last gen. Hopefully all the CFM stuff makes it in. I'm ready to get excited about picking it up for ps3.
 
# 135 DeuceDouglas @ 08/06/14 03:17 PM
Quote:
Originally Posted by Sheba2011
he's going to start off at the baseline confidence level of 50 which is neutral, unless I understand the system wrong.

That's also only one player example. I could counter with Sealver Siliga of the Patriots. He was signed and became an immediate full time starter and finished the year with a sack in 3 straight games.
Which is exactly my point. You shouldn't be able to just go and pluck guys off the street and plug them in and get that player at their neutral level or rating.

As for Sealver Siliga, he was added to their practice squad on October 23rd of last year and wasn't put on their active roster until November 27th, over a month later which just kind of furthers my point.
 
# 136 GMoneyDK @ 08/06/14 03:17 PM
Wow wow wow I cannot wait to get my hands on this
 
# 137 brandon27 @ 08/06/14 03:18 PM
Quote:
Originally Posted by EASPORTS_AJ
You will be able to simulate some of or all of your Game Prep hours every week. All up to you, and the CPU will use logic based on your team/roster on what to prep if you don't want to. If you need help deciding what to train, there is also the "Recommended Activities" tab to help you out.

This is awesome to me. Thank you!! I HATED having to play one of 8 (or whatever the number was) practice sessions every week. I liked the idea of it, it just took way too much time. I know some like it, but the busier my life has gotten, the harder it is to spend that kind of time. Awesome too that there's an option to sim through it and still get the reward of it.

That being said, all in all sounds like alot of nice things have been done to CF this year... I love it!
 
# 138 mestevo @ 08/06/14 03:19 PM
Quote:
Originally Posted by oneamongthefence
Hopefully they'll now have a blog to say what's gonna be in last gen. Hopefully all the CFM stuff makes it in. I'm ready to get excited about picking it up for ps3.
I'd think a lot of this would make it, the the on the field stuff that what probably won't come to last gen.
 
# 139 Gronk4M13 @ 08/06/14 03:24 PM
All sounds absolutely amazing, wow. My excitement is at an all time high.
 
# 140 PacMan3000 @ 08/06/14 03:26 PM
Well, maybe it's me, but I still don't get the difference between confidence and the hot and cold streaks. They both seem to work the same way (week to week)--I guess the only real difference is you can actively improve a player's confidence via a point system.

With that said, whenever changes like these happen to franchise, I'm always a bit skeptical just because there is no way to quantify it. In other words, if in week three Johnny Manziel comes into the game with a confidence rating of 50...if week three sees him making errant throws, is it because he had low confidence or mediocre accuracy ratings? How would you know? And does confidence override ratings? Can your confidence of 90 result in you completing downfield passes--despite having a deep accuracy of 70?

It's kind of like the "clutch" rating that you can improve with XP points. I've played with it a few times, but there's never been a point when playing a game and a guy makes a play where I'm like "Ah, see I know he definitely made that play because I specifically spent time trying to improve this intangible element of his game."

I like the idea of confidence or morale or hot and cold streaks. But I think there's a reason these things get introduced and them removed 3 years later. You just can't quantify how it actually impacts your games. It's fun to tinker around with, but I honestly wonder if stuff like this is more cosmetic than anything. It gives you the idea that you're making improvements to your players and to your team, when at the end of the day, things like accuracy, catching, speed and other ratings are what really matter.

Personally, I'm hoping that in franchise mode, we can get away from pushing buttons on our controller in static screens and actually having more true engagement. For example, in one of the screenshots, it shows an image that says something like "Defensive Film Room." Instead of just clicking buttons on a screen, I think it would be better and far more interesting to be presented with, say, 10 highlights of your opponents previous game and allow you to study and take notes on their team, their impact players, the formations and player personnel they like to use in certain situations, their defensive scheme, etc.
 


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