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
# 161 Number999 @ 08/06/14 05:22 PM
A bunch of this stuff looks awesome, can't wait to play the game as CFM is all I basically play.
 
# 162 ColtsFan86 @ 08/06/14 05:23 PM
Man Im ready to play some CFM, I can't wait.
 
# 163 Indyboy180 @ 08/06/14 05:26 PM
Oh My Goodness.

The hype is justified.

PURCHASE CONFIRMED.
 
# 164 therealsmallville @ 08/06/14 05:27 PM
Quote:
Originally Posted by CT Pittbull
I really wish we could just turn off player development, XP/confidence, player cuts, cpu trades, cpu fa signings and play a bare bones franchise if we wanted. Good for everyone who likes relocating to a fictitious stadium and building fictitious players up but im just not one of them.


The days of re-creating the REAL NFL season as it goes through the year are over with CFM. Until EA either gives us a season/old school franchise mode back or gives the user the chance to toggle every single one of the off field options off I will be stuck in "play now" land. all this convoluted off-the-field menu porn pushes me further and further away from playing through an NFL year.


This CFM really makes it impossible to mirror the real NFL with player movements and depth charts for all 32 teams. I don't know if they changed how easy it is to control all 32 teams this year, but if its anything like it has been im out. I don't have the time to basically create 32 different profiles for every team in the NFL.


I just don't have the interest or the time to mess with anything other than playing the game on the field. And for those who may think im a "casual" gamer because I cant stand CFM just remember this. I was playing madden before many of you were born.


I am happy for those who are happy though.
Being old, or claiming to be old, doesn't automatically make your post good (nor does it automatically make you a hardcore gamer. My Dad just turned 51, played Pong back when it came out, and still occassionally picks up a game here or there. Just because he's been "gaming" since Pong came out, doesn't mean he's hardcore. Not saying you are one or the other, but dismissing anyone who may agree with you off the bat like that is a terrible way to interact.

Having said that, "Season" mode has been gone since at least Madden 06 on the 360 (I can't remember if 05 on Xbox/PS2 had it). This is nothing new. I'm not sure what to tell you...you want the game to mirror the real life NFL season, which I'm assuming means you don't want a team in the game to start a nobody over their long-time incumbent starter because you don't see that in real life.

Oh, except when San Francisco gave the job to Kaepernick over Smith based on 2 good games. Or Foles over Vick.

Young over Montana?

I get not wanting the game to do strange things, but it's amazing how strange things happen in the real NFL every year. Manning putting up only 8 points in Madden is unrealistic! Except when he does it in real life.

Turn injuries / trades / etc off, play one season, sell the game I guess.


To be on-topic, these changes to CFM sound pretty great. I hope this means we can hire better positional coaches & I hope it also means that we'll see some alternate away uniforms as well. I'd love to play a throwback season with the 49ers' 94 throwbacks, but only the home jersey's are available in M25.
 
# 165 haloofduty @ 08/06/14 05:30 PM
No mention of sim stats being fixed. Passing td being to low. Low rated QBs passing for 50% and less. Some QBs passing for 10 td in a whole season. Just better rookie sim stats?
 
# 166 jmurphy31 @ 08/06/14 05:33 PM
Here are my thoughts

Positives:
- glad to hear about random draft classes for those who are in an online franchise. I'm not so it doesn't effect me
- CPU also using XP to build its players

Negatives
-Still no formation subs or custom depth charts
- no word on CPU off the field logic
- no mention of any CFM presentation upgrades
- I know this doesn't have to do with CFM directly but no word in any blogs on how the CPU play calling will be


I have the feeling CFM will have the same amount of immersion as the last few years. All of the updates are great but if the CPU plays and acts dumb and it feels like I'm playing 16 play now games I'll be disappointed. I'm buying it because I like playing football games and I do enjoy madden for the most part. I just wish it had something...not sure exactly how to word it, but I wish it had that wow presentation feature inside cfm(highlight show or something) to get me really excited.

Overall good additions, but like others have said, I wish there was more
 
# 167 LorenzoDC @ 08/06/14 05:43 PM
Quote:
Originally Posted by jmurphy31
Here are my thoughts

Positives:
- glad to hear about random draft classes for those who are in an online franchise. I'm not so it doesn't effect me
- CPU also using XP to build its players

Negatives
-Still no formation subs or custom depth charts
- no word on CPU off the field logic
- no mention of any CFM presentation upgrades
- I know this doesn't have to do with CFM directly but no word in any blogs on how the CPU play calling will be


I have the feeling CFM will have the same amount of immersion as the last few years. All of the updates are great but if the CPU plays and acts dumb and it feels like I'm playing 16 play now games I'll be disappointed. I'm buying it because I like playing football games and I do enjoy madden for the most part. I just wish it had something...not sure exactly how to word it, but I wish it had that wow presentation feature inside cfm(highlight show or something) to get me really excited.

Overall good additions, but like others have said, I wish there was more
On the bolded part, I brought up some of the same concerns early in the thread. CPU roster construction, trade logic, signing and FA strategy, draft/scoutung strategy. . . those are all key to immersion, game balance in the mode, etc. The only remedy - 32 team control - is so onerous to perform that it's just a royal pain, impactical, really.

I can't say I expected all that to get done, and I'm not saying the CPU logic items that were addressed, such as in season player development, aren't important. It's just that these other areas also really matter in creating a quality simulation mode.

It's disappointing. So for me, I'm not going to decide whether to buy until I see a couple of weeks of OS comments and reactions about the game, at a minimum.
 
# 168 DeuceDouglas @ 08/06/14 05:46 PM
Quote:
Originally Posted by Big FN Deal
I feel you Deuce and I think what you're getting at is having "confidence" be more "team chemistry" based. The argument could be made that hot/cold streaks could have just remained, while adding actual team chemistry instead but it is what it is.

After watching that Looman interview in another thread, I think there is a team chemistry component to confidence, which I agree with you would be better if it was effected more by having new players added to a team, initially starting out at ranges below 50. That could be varied based on years in the league, scheme and other factors but it would definitely incentive making personnel moves as early as possible and deter careless drastic mid/late season roster changes.
The biggest thing I'm looking for in what I mentioned is something that resembles the acclimation period that a player needs before he can just go out and perform at his normal potential. And since confidence is ratings based and is the only real way to achieve something similar that's what I was getting at. I liken it to signing a baseball player off the street or a player coming back from injury. Once a guys healthy or if you sign a free agent off the streets, they don't just go straight to the Majors, they play some games in the minors before they make it back. Sure you could throw him to the fire but his ratings should take a hit IMO.

His "confidence" would start at 0 and then maybe bump up 10 or so points a week until he gets to the neutral 50. Veterans, or guys that you've had in your organization, could go up more quickly while guys who you've never had may take a bit longer.

The more I think about this confidence rating though the more questions I have about it.

Are all players affected equally by events that take place?
After a big loss does the whole team lose 20 confidence or do some guys lose 20 and some lose less and more?
Is there much of a difference in the numbers between 0 and 100? Does 66 differ at all from 67?
Do injuries to star players affect confidence?

It will be intriguing to see how this system works and how it plays out year to year.
 
# 169 undrafted @ 08/06/14 05:48 PM
Things sound promising but... yet another rating ?

How come I really can't wait until some juicy (and paid) 'confidence boost' pack appears on the marketplace ?
 
# 170 mestevo @ 08/06/14 05:50 PM
Quote:
Originally Posted by DeuceDouglas
The biggest thing I'm looking for in what I mentioned is something that resembles the acclimation period that a player needs before he can just go out and perform at his normal potential. And since confidence is ratings based and is the only real way to achieve something similar that's what I was getting at. I liken it to signing a baseball player off the street or a player coming back from injury. Once a guys healthy or if you sign a free agent off the streets, they don't just go straight to the Majors, they play some games in the minors before they make it back. Sure you could throw him to the fire but his ratings should take a hit IMO.

His "confidence" would start at 0 and then maybe bump up 10 or so points a week until he gets to the neutral 50. Veterans, or guys that you've had in your organization, could go up more quickly while guys who you've never had may take a bit longer.

The more I think about this confidence rating though the more questions I have about it.

Are all players affected equally by events that take place?
After a big loss does the whole team lose 20 confidence or do some guys lose 20 and some lose less and more?
Is there much of a difference in the numbers between 0 and 100? Does 66 differ at all from 67?
Do injuries to star players affect confidence?

It will be intriguing to see how this system works and how it plays out year to year.
I think you're pretty grossly overestimating the confidence swings based on the news we've gotten so far.
 
# 171 Assassin @ 08/06/14 05:50 PM
I like where there going with this. It could be alot of fun especially if you like building teams.
 
# 172 Hooe @ 08/06/14 05:51 PM
Quote:
Originally Posted by undrafted
Things sound promising but... yet another rating ?

How come I really can't wait until some juicy (and paid) 'confidence boost' pack appears on the marketplace ?
EA has stated repeatedly that CFM won't ever have micro transactions.
 
# 173 DeuceDouglas @ 08/06/14 05:55 PM
Quote:
Originally Posted by mestevo
I think you're pretty grossly overestimating the confidence swings based on the news we've gotten so far.
Hypothetical questions. Hypothetical numbers.
 
# 174 bcruise @ 08/06/14 05:55 PM
Quote:
Originally Posted by undrafted
Things sound promising but... yet another rating ?

How come I really can't wait until some juicy (and paid) 'confidence boost' pack appears on the marketplace ?
Confidence was already in the game previously, just in the form of a 5-level rating system. They just made it a number and made the effect of it more transparent, is what I took from this.
 
# 175 ColtsFan86 @ 08/06/14 05:57 PM
Everything that was added sounds good to me ive been playing football games on PS since Gameday 98, NO sports sim game will ever be perfect because it is what it is a simulation video game. As consumers we will always find something wrong with a product, what they have done this yr I think is amazing an is worth a pat on the back. I enjoy Madden every year,this is still the beginning of this gen I guarantee the game will get deeper an deeper. Cause when madden finally give those that look for things to complain about, then we will be hearing that dont make changes. Play Madden, compete, an enjoy.
 
# 176 TDKing @ 08/06/14 05:57 PM
Does cfm have a web interface? What can you do from the web, is it as good as their NCAA football game?
 
# 177 ColtsFan86 @ 08/06/14 05:59 PM
Everything that was added sounds good to me ive been playing football games on PS since Gameday 98, NO sports sim game will ever be perfect because it is what it is a simulation video game. As consumers we will always find something wrong with a product, what they have done this yr I think is amazing an is worth a pat on the back. I enjoy Madden every year,this is still the beginning of this gen I guarantee the game will get deeper an deeper. Cause when madden finally give those that look for things to complain about what they want, then we will be hearing they dont make changes. Play Madden, compete, an enjoy.
 
# 178 friscob @ 08/06/14 06:00 PM
Dont think theres any truly great news in this announcement. Some positive changes but some of the biggest things remain untouched and they took a step backwards with draft classes.

I was going to buy the game either way though. Just hope they continue to build from here
 
# 179 FBall Life @ 08/06/14 06:06 PM
I'm completely underwhelmed. This isn't the amount of progress I was expecting...
 
# 180 fancyclaps @ 08/06/14 06:06 PM
Quote:
Originally Posted by friscob
Dont think theres any truly great news in this announcement. Some positive changes but some of the biggest things remain untouched and they took a step backwards with draft classes.

I was going to buy the game either way though. Just hope they continue to build from here
Huh? They took about a million steps forward with draft classes.
 


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