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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
# 21 trey2k198003 @ 06/01/15 05:00 PM
I love being in control of how each player can it does progresssnd not leaving it up yo the CPU if I pass for 3000 yds with a low rates guy he'd get a 3-5 rating boost in the older versions in this xp system term I can truly make a sixth round pick into a starter if I wanna put in the work and get his xp up and not just hope the CPU will have him make a big jump the confindence is ok could have been better but we will see but I do love the xp system. So I guess I'm saying the way I play madden is more real cause I control my players progress yea if I wanna run up scores and stats for xp I can do that but I don't so it's not that big a deal
 
# 22 kjcheezhead @ 06/01/15 05:02 PM
Quote:
Originally Posted by PacMan3000
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.
I can see it now, you know you should hand it off to Beast Mode, but get picked trying to get it to Ricardo Lockett. Oh, wait that's not Herm Edwards that's Pete Carroll.
 
# 23 trey2k198003 @ 06/01/15 05:06 PM
Also I can't wait to use the ticker can't tell u how many times I forget what my players goals are!!!!!! For comparison sake if I take my best prospect in mlb the show and have him a mvp caliber season he will only jump up in the attributes the CPU deems he should hell why shouldn't I get the xp to distribute and turn him into the type of player if want or need him to be its not like if a guy is a 74 speed I will make him a 99 thats silly but I guess it's alll a of what u like to play u don't like xp system let the CPU distribute it like the old days and just keep playing its all good
 
# 24 franko3219 @ 06/01/15 05:27 PM
If they want to implement something like this, why not connect it to the players contract, i.e. performance bonuses? If I sign my running back to a three year deal and give him performance incentives like $100,000 if they achieve 1,000 yards each season, or $50,000 for my DB to make the pro-bowl, etc. Then at the end of the contract, if the player doesn't perform, they do not get those bonuses and that likely makes us farther apart on our contract expectations; my player leaves because he feels he's worth more and now I have to replace him.
 
# 25 SIR924 @ 06/01/15 05:47 PM
I'm not really crazy about CFM, but without good game play it does nothing for me!
 
# 26 StayPlation82 @ 06/01/15 06:11 PM
I don't think the '16 is sacrificing realism. realism was lost when it became a video game. goals and XP were in there last year. it sounds like they've now let people know they're in the game. we are the more hardcore players so we can figure it out. hopefully we can turn off the popups like they did with the tackle cone. if this makes the casual fan play the mode more I'm all for it. I'm not going to change the way I play for a goal. at the end of the day if the player isn't good enough come time to re-up on that contract he won't be on the team.
 
# 27 trey2k198003 @ 06/01/15 06:20 PM
Quote:
Originally Posted by StayPlation82
I don't think the '16 is sacrificing realism. realism was lost when it became a video game. goals and XP were in there last year. it sounds like they've now let people know they're in the game. we are the more hardcore players so we can figure it out. hopefully we can turn off the popups like they did with the tackle cone. if this makes the casual fan play the mode more I'm all for it. I'm not going to change the way I play for a goal. at the end of the day if the player isn't good enough come time to re-up on that contract he won't be on the team.
You are right!!!
 
# 28 Lakers24win @ 06/01/15 06:57 PM
Why is this game always worried about bringing in new things while forgetting about immersion... Hence no score ticker, weekly wrap up shows.. Man this whole board would be jumping if they did those two things.. And you know what I would tell my friends about this Years game. EA listen it's called positive word of mouth.. It helps build franchise up... U used to have this..., if you think Im telling any of my boys this years game is worth buying after hearing this underwhelming news.. Your smokin something illegal.. Come on EA, your better than this.. I'm begging you to give us some immersion.
 
# 29 Lakers24win @ 06/01/15 07:08 PM
Instead we're getting this corny goal system.. Would 2k do something like this.... NO!!!! That's why it's loved by fans and critics.
 
# 30 jmurphy31 @ 06/01/15 07:13 PM
One of my biggest issue with these goals is who are they geared toward target market wise? If it is truly for the casuals I think this is where EA made a mistake. I'm guessing a casual fan plays a season at most in cfm. These goals and progression xp points probably are hardly even looked at during the season.

Why not make CFM more detailed for the hardcore gamer and have a simple (CPU does all the off field items automatically ) option for the casual gamer.
 
# 31 StayPlation82 @ 06/01/15 07:15 PM
Quote:
Originally Posted by Lakers24win
Instead we're getting this corny goal system.. Would 2k do something like this.... NO!!!! That's why it's loved by fans and critics.
so what is the teammate grade in 2K but a per possession goal system? sorry to be off topic though.
 
# 32 Hooe @ 06/01/15 07:20 PM
Yeah we'll be keeping other video game companies out of this thread please.

Thanks for your cooperation.
 
# 33 bxphenom7 @ 06/01/15 07:57 PM
Do not like the sound of the goals system. I agree, most Madden news, at least ever since exclusivity has brought conflicting feelings. Madden has been on this "less sim, more arcade" trend for all this time now so I see the goals system as something that furthers it. All in all, not surprised.
 
# 34 Mike Lowe @ 06/01/15 08:07 PM
How about a mode called "Be the Programmer." Here is some free sample text:

Hey programmer, want to pad your XP?! Here are some GOALS for you that would actually help your game resemble the sport you're trying to emulate!

*Write AI script that actually calls penalties!
*Make a game where the sliders are actually responsive! (see penalties, again)
*Create a tracking system that actually records the listed stats for played games. You know, so we don't have a bunch of 0's for things like "Thrown to" and "Yards allowed."
*Quit showing people the blocking strength of their punter! No one cares!
*Build a player profile that provides details, like what teams my players have previously played for!
*Make a realistic preseason! You know, one where the AI actually subs players from 3rd string, and different subbing patterns for different weeks of the preseason!
*Build a game that does not have out-of-the-box, previously never existing statistical anomalies while simming!
*Allow for players to actually be benched DURING a game due to bad performance!
*Create an intro screen that doesn't reset randomly and make people watch a stupid intro video!

This is just the start to Madden 16's offerings in PROGRAMMER MODE! You too can program a realistic football experience...in Madden 16!
 
# 35 The JareBear @ 06/01/15 08:07 PM
Here's my question...

What was wrong with Franchise Mode?

I played Franchise Mode year round

I had very few complaints. I loved how deep it was, and all the off-season was great (college all star game, role changes, staff management, training camp) on the last gen versions. Progression/Regression seemed pretty natural and organic, maybe I am remembering it wrong.

I don't really have, nor have I ever had, my finger on the pulse of the Madden community. Were people not playing Franchise Mode?

This transition to CFM, and the RPG elements that it incorporates, I'm not saying it is a failure and that I don't like it. I accept it, I know it is isn't going anywhere, but what was the original motivation/cause for the change? I kind of feel like they had a pretty decent thing going? Am I wrong? It wasn't about RPG elements as much as it was just about team/player management.

The RPG elements can be cool, if done correctly. Skyboxer has posted some great ideas to realistically incorporate stat goals/xp into the mode. I understand that they can add longevity/replayabilty/personal attachment to your roster.
 
# 36 KingTocco @ 06/01/15 08:16 PM
Quote:
Originally Posted by The JareBear
Here's my question...

What was wrong with Franchise Mode?

I played Franchise Mode year round

I had very few complaints. I loved how deep it was, and all the off-season was great (college all star game, role changes, staff management, training camp) on the last gen versions. Progression/Regression seemed pretty natural and organic, maybe I am remembering it wrong.

I don't really have, nor have I ever had, my finger on the pulse of the Madden community. Were people not playing Franchise Mode?

This transition to CFM, and the RPG elements that it incorporates, I'm not saying it is a failure and that I don't like it. I accept it, I know it is isn't going anywhere, but what was the original motivation/cause for the change? I kind of feel like they had a pretty decent thing going? Am I wrong? It wasn't about RPG elements as much as it was just about team/player management.

The RPG elements can be cool, if done correctly. Skyboxer has posted some great ideas to realistically incorporate stat goals/xp into the mode. I understand that they can add longevity/replayabilty/personal attachment to your roster.
Me and my buddy always say this exact same thing, I'm not really sure why they moved to CFM.

What was wrong with Franchise Mode? NOTHING
 
# 37 jmurphy31 @ 06/01/15 08:30 PM
Quote:
Originally Posted by The JareBear
Here's my question...

What was wrong with Franchise Mode?

I played Franchise Mode year round

I had very few complaints. I loved how deep it was, and all the off-season was great (college all star game, role changes, staff management, training camp) on the last gen versions. Progression/Regression seemed pretty natural and organic, maybe I am remembering it wrong.

I don't really have, nor have I ever had, my finger on the pulse of the Madden community. Were people not playing Franchise Mode?

This transition to CFM, and the RPG elements that it incorporates, I'm not saying it is a failure and that I don't like it. I accept it, I know it is isn't going anywhere, but what was the original motivation/cause for the change? I kind of feel like they had a pretty decent thing going? Am I wrong? It wasn't about RPG elements as much as it was just about team/player management.

The RPG elements can be cool, if done correctly. Skyboxer has posted some great ideas to realistically incorporate stat goals/xp into the mode. I understand that they can add longevity/replayabilty/personal attachment to your roster.
Initially EA said by making CFM (combining franchise mode with superstar mode) it would allow them to improve both more each year because they were the same thing. In other words resources didn't have to get split between the 2 modes.

I wish they would go back and look at madden 05. It was a pretty solid franchise mode.
 
# 38 jmurphy31 @ 06/01/15 08:36 PM
I also would like to add another point. If I'm EA why do I add things to my game or a mode that no one asks for before an item that the community has asked for for years. Formation subs , weekly wrap up show, season ticker, practice squads , position battles etc

Wouldn't it be easier and more productive that way. Most of their own ideas disappear after a few years.
 
# 39 Skyboxer @ 06/01/15 08:47 PM
Quote:
Originally Posted by The JareBear
Here's my question...

What was wrong with Franchise Mode?

I played Franchise Mode year round

I had very few complaints. I loved how deep it was, and all the off-season was great (college all star game, role changes, staff management, training camp) on the last gen versions. Progression/Regression seemed pretty natural and organic, maybe I am remembering it wrong.

I don't really have, nor have I ever had, my finger on the pulse of the Madden community. Were people not playing Franchise Mode?

This transition to CFM, and the RPG elements that it incorporates, I'm not saying it is a failure and that I don't like it. I accept it, I know it is isn't going anywhere, but what was the original motivation/cause for the change? I kind of feel like they had a pretty decent thing going? Am I wrong? It wasn't about RPG elements as much as it was just about team/player management.

The RPG elements can be cool, if done correctly. Skyboxer has posted some great ideas to realistically incorporate stat goals/xp into the mode. I understand that they can add longevity/replayabilty/personal attachment to your roster.
In a nut she'll for me but first a disclaimer :
I enjoyes M15 a lot. Accepted what it was and made the best of it. .

Now on to a quick response:
Everything trickles down. Franchise in of itself is fine for the most part. The issue is up stream.
There's not enough seperation from ok players to great players.
Yes we can look at a player and know ok that's Dez.. etc..
but in most cases you can have a player rated 15 points lower shut him down For the most part or at the least still limit major damage.
There really isn't any fear about who's on the field you have to defense or who you have to avoid on D.

Until there's some REAL player differences and repercussions for fielding certain players and having to look at things other than speed... then everything else is simply just for show.

I want to actually have roster management and player personnel matter much more than it does now.
That's just 1 aspect of a part of franchise that holds it back. Goals and XP already being discussed.
Hope I made sense..
 
# 40 jmurphy31 @ 06/01/15 08:57 PM
Quote:
Originally Posted by Skyboxer
In a nut she'll for me but first a disclaimer :
I enjoyes M15 a lot. Accepted what it was and made the best of it. .

Now on to a quick response:
Everything trickles down. Franchise in of itself is fine for the most part. The issue is up stream.
There's not enough seperation from ok players to great players.
Yes we can look at a player and know ok that's Dez.. etc..
but in most cases you can have a player rated 15 points lower shut him down For the most part or at the least still limit major damage.
There really isn't any fear about who's on the field you have to defense or who you have to avoid on D.

Until there's some REAL player differences and repercussions for fielding certain players and having to look at things other than speed... then everything else is simply just for show.

I want to actually have roster management and player personnel matter much more than it does now.
That's just 1 aspect of a part of franchise that holds it back. Goals and XP already being discussed.
Hope I made sense..
Great point. I would add that I wish the CPU would use its star players more. There are games where the CPU hardly throws at the best WR. I would love to have game plan to take away a power running game or an elite TE (ie Talib on graham 2 years ago).
 


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