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Madden 16: Is Connected Franchise Sacrificing Realism? (Roundtable)

Last week, we learned a ton about what Madden NFL 16 is bringing to the table when it comes to connected franchise mode. Several intriguing new features are coming, which will include a visual depth chart and a new weekly goal system. However, it is in that latter feature where the staff finds its biggest hang-up with the announcement of the mode. Is Madden sacrificing realism to create a more RPG like experience in Connected Franchise? We discuss after the jump!

Ben Vollmer: Unfortunately, this year's slate of changes have done nothing to convince me that Madden is looking to become more simulation and less arcade. There is a ton of examples of over-thinking what should be a simple process.

Player performance should dictate player progression, not a series of arbitrary goals (which one can only muse will be something like: "achieve two sacks with X player!"). There are so many things that go into playing a good game of football that it seems silly for it to all boil down to a few player goals. It marginalizes the team aspect of the game and puts far too much emphasis on stat-padding.

For instance, lets look at the example given in the release: "Breakout Running Back." The "Breakout Running Back" goal will almost certainly have an arbitrary number attached to it - let's say 1,000 yards rushing in a season. All that serves to do is promote an unrealistic style of team management in which you're doing everything in your power to achieve that goal for better player growth. Why not, instead of the whole goal system, have player progression be dictated by all-around performance and playing time? Rushing for 1,000 yards doesn't make my running back a better player, especially if that's coming at 2.0 YPC. It just means that I, the user, spam-rushed the ball in order to achieve some silly goal.

In the end, there's still a lot we don't know about the goal system (the vernacular used seemed almost intentionally vague), so it's best to hold off on judgement for now. Though, if the past is any indication, Madden 16 may do more to push players away from realism than it does to pull them toward it.

The details we are seeing from EA so far on Connected Franchise leave me with mixed emotions.

Jeremy Chisenhall: I really like the Sim-A-Win feature because it can allow me to control division races, and the Combine Stats so I can get a better look at potential draft picks. However, the goals system sounds like it is going to make progression even less realistic than it already was, as users will be earning XP more quickly to upgrade their players even faster. Not only that, but achieving little goals aside from winning games to earn extra boosts gives the game more of an RPG feel than a simulation football feel.

Aside from the lack of movement towards a more simulation game, the Free Practice mode is just another example of Madden taking something away just to advertise it as a selling point in a later release.

I'm sure the mode will still be fun to play, but the "weekly goals" and the additions of features that should have already been there shows that this series still is not where it should be.

Kevin Groves: As with most Madden news these days, I'm left with conflicted feelings. On one hand you have the welcome additions (or re-additions depending on how you look at it) of Sim-to-Win, Free Practice, and visible Scouting Reports. On the other hand you have the RPG-esque goal system which, IMO, takes steps away from a simulation based approach and could possibly lead to players focusing their efforts on solely trying to achieve these outcomes as opposed to incorporating realistic football strategies. Perhaps a better solution could have been a combination of these weekly/in-game RPG elements with a yearly, user selected set of goals. For example, I would haved loved to take over the Bucs and set a realistic goal for Jameis Winston along the lines of throwing for at least 3,000 yards, positive TD/INT ratio, increase in wins from the year before, etc.

Team based yearly performance goals (e.g. a +40% 3rd down conversion %, positive giveaway/takeaway turnover ratio, etc.) would also be a welcome addition as would be a more finely tuned regression system.

It's still early in the news cycle for Madden 16 so there's still hope for further expansions to Connected Franchise. The re-introduction of Formation Subs would go a long way towards gaining positive momentum for this franchise.

Chris Sanner: I'll just say this, we are early in the cycle and who knows what exactly the weekly goals are going to do. Its possible we are going in a fully RPG and not quite realistic route -- but it could be a fun mini-game within your connected franchise experience as well.

What does bother me though, is that you could take the news of the player confidence fluctuating and really come up with some fantastical scenarios that could really mess with the rating. If I'm Demarco Murray and I rush for 250 yards, but I fumble twice -- is my confidence up or down? What if I rush for 99 yards, one short of my game goal -- does that mean I'm less confident now?

Outside of that, at least getting that information to you on a more accessible basis is a good thing. However, I do fear the goals are going to be completely stupid at times. If I'm the head coach, I don't want a goal telling me to pass for 50 yards on this drive after running the ball down my opponents throat -- and if I don't meet it while scoring a touchdown my team's confidence goes down. Nuts.

Everything else sounds ok, but there's nothing in the release that I'd go out on a limb and say it's going to change how we play sports games. Connected Franchise is still an intriguing mode, but I fear it's trying to do too much, when the experiences within could be better tailored in a separate manner.


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Member Comments
# 1 Skyboxer @ 06/01/15 02:41 PM
Pretty close to my thoughts Ben, in a thread the other day I posted.

Goals etc.. could IMO have had an impact also on $.
Reach goals and player asking price when contract is up.. goes up etc..
So much more football GM/Coach aspects could have been tied to the goal system other than the easy way out of just linking with XP stuff.
 
# 2 Hooe @ 06/01/15 02:47 PM
Quote:
Originally Posted by Ben Vollmer
Player performance should dictate player progression, not a series of arbitrary goals (which one can only muse will be something like: "achieve two sacks with X player!").
Aren't statistics one means by which to measure player performance?

Unless the author wants a more continuous scale for progression rather than discrete goal thresholds, I'm not sure what he's asking for here. Anyone care to elaborate?
 
# 3 redsox4evur @ 06/01/15 02:49 PM
Quote:
Originally Posted by CM Hooe
Aren't statistics one means by which to measure player performance?
Yes and most casual fans determine performance by looking at stats.
 
# 4 Hooe @ 06/01/15 02:51 PM
Quote:
Originally Posted by redsox4evur
Yes and most casual fans determine performance by looking at stats.
To be absolutely clear, I'm not saying there aren't better stats to look at to handle player progression - I'm big on the advanced stats like Win Probability Added and Expected Points Added - but the whole point of tracking statistics is to compare players' performances relative to one another.
 
# 5 JayD @ 06/01/15 03:04 PM
MUT and online is ruining CFM.
 
# 6 redsox4evur @ 06/01/15 03:06 PM
Quote:
Originally Posted by JayD
MUT and online is ruining CFM.
Online, maybe but not MUT. There are 2 completely different development teams working on these 2 modes.
 
# 7 speedtrucker @ 06/01/15 03:07 PM
honestly, this bit of news was more welcomed then what they currently have for confidence...

which is vague at best... my QB can be going against San Fran, throw for 175 yards, 1 TD, no turnovers and basically just captained my ship as we ground out a 21 - 14 win. my WRs all basically have 3-5 catches, no drops, 30-40 yards each and a TD for 1 of them. my RB rushes for 95 yards, 2 TDs and no fumbles, also ground out the last 2 minutes of the game for the win. Defence holds them to 200 total yards, 1 rushing TD, 1 passing TD, no turnovers, 3 sacks.

end the game and see that my confidence ratings look like this:
QB: I had a terrible game -5, I should have contributed more -3, we won a close game on the road +4. total: -4
WR1: I should have contributed more -3, we won a close game on the road +3. total: 0
RB: I should have contributed more -4, I scored 2 TDs +4. total: 0
all DBs: I should have had an INT -4, I should have had more tackles -3, we won a close game +3. totals ~ -4 to -2
LBs: basically always losing confidence all season because of various factors despite having the #5 defence in year 1, #2 in year 2 and #1 defence this season...

so yeah I'll take mini-games that at least tell me what I might need to do to get my WR or QB or RB a confidence boost because sometimes the randomness of it all is silly as it stands now.

oh and if I could add some sort of feature to the confidence ranking it would be "season outlook". if my team is in "rebuilding" mode, my teams mindset should be more in line like "less negative drops for subpar results but more yo-yo effect on win streaks and losing streaks". if my team is in "win now" mode, "less positive gains for 'normal' to 'expected' wins and less yo-yo effect for losing streaks". for "we want to make the playoffs" mode, "more yo-yo effects for wins and loses"

the idea being that a team that is rebuilding might have a sudden jump in interest if they have 2 or 3 wins in a row but if it is followed by 2 losses then fans would be back to the "they're just too young" or whatever. a win-now team would have expectations that they are supposed to beat 75% of the teams, losing a game here and there doesn't matter, they can't go 16-0, etc. a just-make-the-playoffs team would yo-yo as the team/fans would live and die more on week-to-week results especially as the season went on, a key win against a divisional team would be a boon, beating the 7-0 Pats would be a big boon, losing to 3-4 titans would be painful, losing to 10-3 NFC leading Packers would be a painful loss because the team might question their ability to make the playoffs.
 
# 8 ASUBoy93 @ 06/01/15 03:29 PM
Quote:
Originally Posted by speedtrucker
honestly, this bit of news was more welcomed then what they currently have for confidence...

which is vague at best... my QB can be going against San Fran, throw for 175 yards, 1 TD, no turnovers and basically just captained my ship as we ground out a 21 - 14 win. my WRs all basically have 3-5 catches, no drops, 30-40 yards each and a TD for 1 of them. my RB rushes for 95 yards, 2 TDs and no fumbles, also ground out the last 2 minutes of the game for the win. Defence holds them to 200 total yards, 1 rushing TD, 1 passing TD, no turnovers, 3 sacks.

end the game and see that my confidence ratings look like this:
QB: I had a terrible game -5, I should have contributed more -3, we won a close game on the road +4. total: -4
WR1: I should have contributed more -3, we won a close game on the road +3. total: 0
RB: I should have contributed more -4, I scored 2 TDs +4. total: 0
all DBs: I should have had an INT -4, I should have had more tackles -3, we won a close game +3. totals ~ -4 to -2
LBs: basically always losing confidence all season because of various factors despite having the #5 defence in year 1, #2 in year 2 and #1 defence this season...

so yeah I'll take mini-games that at least tell me what I might need to do to get my WR or QB or RB a confidence boost because sometimes the randomness of it all is silly as it stands now.

oh and if I could add some sort of feature to the confidence ranking it would be "season outlook". if my team is in "rebuilding" mode, my teams mindset should be more in line like "less negative drops for subpar results but more yo-yo effect on win streaks and losing streaks". if my team is in "win now" mode, "less positive gains for 'normal' to 'expected' wins and less yo-yo effect for losing streaks". for "we want to make the playoffs" mode, "more yo-yo effects for wins and loses"

the idea being that a team that is rebuilding might have a sudden jump in interest if they have 2 or 3 wins in a row but if it is followed by 2 losses then fans would be back to the "they're just too young" or whatever. a win-now team would have expectations that they are supposed to beat 75% of the teams, losing a game here and there doesn't matter, they can't go 16-0, etc. a just-make-the-playoffs team would yo-yo as the team/fans would live and die more on week-to-week results especially as the season went on, a key win against a divisional team would be a boon, beating the 7-0 Pats would be a big boon, losing to 3-4 titans would be painful, losing to 10-3 NFC leading Packers would be a painful loss because the team might question their ability to make the playoffs.
You have some really great ideas in here that I share. The current confidence boosts are random and non-sensical. I REALLY want a system that allows me to set expectations for the players and fans like rebuilding, build-and-compete (reach playoffs), and win now. EA has this in Live, why it's not implemented in every sports game blows my mind.
 
# 9 cuttingteeth @ 06/01/15 03:43 PM
I think my favorite upgrading in a sports video game, still to this day...it has to be the first couple of Fight Night games. Your boxer would train according to what you wanted or felt you needed the most before your next bout. Your performance in that bout would also cause you to regress either a little or a lot. That directly made you have to wisely choose how you trained for the next bout, as you would see how you stack up against your opponent.

And let's not forget...these were also EA games.

I have seen easily how it could relate to football because long have we seen EA give us the bar-graph-style ratings of how each team stacks up before every game. Ravens offense might be an 80 to the Redskins 78, defenses might be a 84 compared to the other team's 87 and so on. Well, just let me see/know these same things again, and then I know how to either/or/both practice as a team and/or train as individual, star players who will most likely make a difference in the game.

I guess, I'm just saying that they (EA) created the easiest and IMO best way to seek progression and forced to deal with regression that I've ever seen in a sports game...and it was simple to use and understand....but they can't figure it out for any other sports games they have, that it could work just as simple and effective..? Not a rant, I promise. I just feel it could have been taken care of and already in use by now.
 
# 10 iFnotWhyNoT @ 06/01/15 03:55 PM
How Goals Should Work.

Player – dynamic drive goals build trust with coaches and earn you playing time. Vets/leaders/captains have more trust and can sacrifice unrealistic demands.

Coach – Call the right plays, manage egos, and build chemistry. For Example during practice a coach goal is tied to game prep to get his players ready for this week’s opponent. What you choose to focus on can affect your player’s game day performance. Your goals are accountable to the Owner.

Owner/GM – Goals should affect contracts and free agency. Like Skyboxer stated earlier.

If the draw this year for goals is to get that game within the game feel, you can still achieve that with a slightly more realistic fashion.

What goals shouldn’t do is build XP solely to progress your players. Goals should have some affect in progression but not the only effect.

I’m not interested in my CFM being dominated by goals even during loading screens where I would prefer to see division standings and injury reports about my CFM universe.
 
# 11 Dr Death @ 06/01/15 04:20 PM
Quote:
What if I rush for 99 yards, one short of my game goal -- does that mean I'm less confident now?
Chris brings up a valid question here... say the goal is 100 yards for the HB, but what happens if he rushes for 99 yards but makes a key block on the game-winning TD pass, saving the QB from getting sacked? {A la Walter Payton back in the day when McMahon came off the bench to beat the Vikes.}

This whole goal system is geared towards casual gamers and leaves those wanting a true sim game out in the cold.
 
# 12 @marcusjiles @ 06/01/15 04:24 PM
Surprise surprise Madden is aiming to a more general feel than take any steps towards realism. This has been the formula for almost a decade. We know what this game is. We know what it will be next year. We know what it is this year. Same problems will be in the game maybe minus 1 or 2. Features that were in last year will be cut in half, faded out, and brought back at a later time. The WR/DB interaction will be 5 new canned animations. Like, WE KNOW what Madden will be every year. Hashtag shrugs lol
 
# 13 Dj_MyTime @ 06/01/15 04:33 PM
Guys just need to realize this game is built for the masses, and non-educated football fans need something simple and hand held to assist them in building their teams for the two months they actually play the game. Hard-core fans will likely never feel completely appeased as that is the minority in the bottom-line aka dollar-line.

IMO I don’t mind the new concepts, many users in CFM’s didn’t even know how to locate individual player goals, an update via a ticker for a player close to reaching a goal IMO is a good idea. But to those acting as if it’s gonna create mass-stat padding I think you’re wrong, we were goal based last year, only difference was we didn’t get in game updates.
 
# 14 charter04 @ 06/01/15 04:36 PM
The biggest problem I have when the goals, xp progression system is the same issue I have with the idea that stat's should increase a players skills or ratings.

Just because a player has a break out year doesn't always mean they should be rated higher.

Sure if a players is in fact better then they should be rated higher. If a QB works on his footwork gets more accurate for example. But, it's not always seen in just stat's. Some offenses can help a QB's accuracy or stat's.

There should to be a way to work with a certain player in the offseason to help him get better at say RTE or his catching. Your coaching skills could make you a QB guru or whatever and get boost in this. Plus each player should have a hidden potential rating. Tim Tebow will not be a great accurate thrower no matter who works with him. Have a coachability rating too.

Things that move toward reality not further from it.

Take DeMarco Murray for example. Did Murray really get better during this past season compared to last year? Or did he have a great offensive line and stay healthy?

Even if he did get better it wasn't because he had 100 yards and 3 td's in a game. It was because he naturally got better at seeing the hole or practiced to get better at other things.

Why would his speed get one point bump just because of a great year.

If real life worked like Madden Emmitt Smith could have had 95 speed by 1996. LOL. Not much realism there.

The way EA re-rates players during the season and the CFM progression system are unrealistic.

So IMO the current goals/progression system are 100% not sim.
 
# 15 Mauer4MVP @ 06/01/15 04:47 PM
Great article and definitely could prevent me from getting the game. I say it every year, but it's tough to pass on it. The NFL fever is at an all-time high come late August and the game comes out before any other blockbusters.

I'll wait until more details come out, but I'm definitely not encouraged by the direction.
 
# 16 Dazraz @ 06/01/15 05:02 PM
The direction the Franchise Mode is taking is starting me wishing that EA would include a straight forward Season Mode as in the NHL series.
 
# 17 Cowboy008 @ 06/01/15 05:25 PM
I was looking forward to hearing about Madden 16 but now after reading what they have done with CFM and it being so goal oriented I think I'll be passing on Madden this year.
 
# 18 PacMan3000 @ 06/01/15 05:37 PM
I really didn't want to get sucked into all the Madden hype this year, but after reading and thinking about the CFM features, I figured I'd post my $.02.

Here's how I see it--at least for me.

When I play franchise mode, at the very end of the day, I do it for the same reason Herm Edwards coached--I play to win the game. As a result, my hope is that by winning the game, my players played well. And if that's the case, my players progress appropriately.

The new CFM features have it backwards. It's telling you that the goal of franchise mode is to improve your players, and as a result, the hope is that you win some games too. That's not how it should be, again in my opinion.

When it's 3rd down on the goal line, with the game on the line, do I really want to be thinking about the fact that my WR needs a touchdown to meet a progression/XP goal? Do I really want that influencing my gaming decision? The fact that you have to even consider an individual's personal development while playing a team game seems...distracting.

Again, I play franchise mode to win games and build what I hope can be a dynasty. Of course, I want my players to progress and regress when appropriate. But I would much rather have a ticker telling me the scores of other games in CFM--because I "play to win the game" and other teams' final scores and standings impact my ability to pursue a Super Bowl trophy--as opposed to a ticker telling me how many catches my WR needs to get 2000 XP points.

Yes, these new CFM features crush realism and immersion. But they also just don't seem practical. It's like wearing your underwear on the outside of your pants. These features are OK on their own, but they need to be under the hood, not front and center on gameday.
 
# 19 cthurt @ 06/01/15 05:56 PM
I feel if they took the same route as 2k did with their assocaiation mode and make it a sandbox type of mode where almost everything is controlled by the user a lot of the complaints Madden recieved wouldn't be a big deal, but it seems as if they want us to play CFM their way.
 
# 20 4thQtrStre5S @ 06/01/15 05:58 PM
Quote:
Originally Posted by charter04
The biggest problem I have when the goals, xp progression system is the same issue I have with the idea that stat's should increase a players skills or ratings.

Just because a player has a break out year doesn't always mean they should be rated higher.

Sure if a players is in fact better then they should be rated higher. If a QB works on his footwork gets more accurate for example. But, it's not always seen in just stat's. Some offenses can help a QB's accuracy or stat's.

There should to be a way to work with a certain player in the offseason to help him get better at say RTE or his catching. Your coaching skills could make you a QB guru or whatever and get boost in this. Plus each player should have a hidden potential rating. Tim Tebow will not be a great accurate thrower no matter who works with him. Have a coachability rating too.

Things that move toward reality not further from it.

Take DeMarco Murray for example. Did Murray really get better during this past season compared to last year? Or did he have a great offensive line and stay healthy?

Even if he did get better it wasn't because he had 100 yards and 3 td's in a game. It was because he naturally got better at seeing the hole or practiced to get better at other things.

Why would his speed get one point bump just because of a great year.

If real life worked like Madden Emmitt Smith could have had 95 speed by 1996. LOL. Not much realism there.

The way EA re-rates players during the season and the CFM progression system are unrealistic.

So IMO the current goals/progression system are 100% not sim.

I agree 100%...Player's physical abilities shouldn't really increase in the NFL, in this case Madden, but the learned abilities like awareness for offense and Play Recognition on defense can be taught...You can teach a player better route running techniques or zone coverage skills, for example...

The way EA does ratings to show player improvement eliminates the system of a team that can make a player look better than he really is; shall we go back and look what happened to WR Alvin Harper of the Cowboys after he left for big money in Tampa Bay and a #1 receiver position? He failed cause he was not a #1 receiver, he was a counterpart to Michael Irvin..

EA uses Speed to show player betterment because, IMO, Speed is the ultimate factor in Madden....I am willing to bet I could drop all rating to 5, and put speed to 99 and win games; we already know that the offensive line will block well with diminished ratings...
 

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