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Madden NFL 16 Connected Franchise Details Revealed

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Old 05-28-2015, 01:40 PM   #17
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Re: Madden NFL 16 - Connected Franchise Deep Dive

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Originally Posted by TheBuddyHobbs
Guys, before you get on the hype train. Let's see what they did with the gameplay, sliders, and penalties first. None of those features matter if we still have far too many legacy issues.
Lets stay on topic...last warning. This is about CFM not legacy issues.
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Old 05-28-2015, 01:41 PM   #18
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Re: Madden NFL 16 - Connected Franchise Deep Dive

Here's a related article from game informer

http://www.gameinformer.com/games/ma...ampaign=buffer
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Old 05-28-2015, 01:41 PM   #19
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Re: Madden NFL 16 - Connected Franchise Deep Dive

Although the goal thing may seem very casual....Sim fans will be able to make their own spin on it. I look at it like this...Coaches tell players what they need to do in particular situations or certain games. In fact, Bill Belichick is the king of situational coaching. If your guys execute what they need to do (goals) they play better in your system and grow as a player (confidence and XP). You can then use failures and these dynamic goal changes to make roster decisions concerning what guys to keep, what guys aren't meeting their expectations, etc...I think surprisingly this is a sim-improvement with some depth while also giving the casual fan some flashy new screens. I like it so far.
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Old 05-28-2015, 01:43 PM   #20
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Re: Madden NFL 16 - Connected Franchise Deep Dive

Also, the finance improvements have me hyped. Finally, I can rebuild a team without going bankrupt.
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Old 05-28-2015, 01:44 PM   #21
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Re: Madden NFL 16 - Connected Franchise Deep Dive

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Originally Posted by scitychamps87
Although the goal thing may seem very casual....Sim fans will be able to make their own spin on it. I look at it like this...Coaches tell players what they need to do in particular situations or certain games. In fact, Bill Belichick is the king of situational coaching. If your guys execute what they need to do (goals) they play better in your system and grow as a player (confidence and XP). You can then use failures and these dynamic goal changes to make roster decisions concerning what guys to keep, what guys aren't meeting their expectations, etc...I think surprisingly this is a sim-improvement with some depth while also giving the casual fan some flashy new screens. I like it so far.
I see what you're saying but xp isn't sim, neither are banners that pop up saying Allen Robinson needs 25 receptions to meet his goal. I really wish he had an alternative to xp progression.
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Old 05-28-2015, 01:47 PM   #22
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Re: Madden NFL 16 - Connected Franchise Deep Dive

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Originally Posted by jmurphy31
Here's a related article from game informer

http://www.gameinformer.com/games/ma...ampaign=buffer
Quote:
Madden 16 does not include major changes to signing free agents or the available contact options. Elements missing in previous years like restricted free agents and the fifth-year option are not in the game.
Well that is unfortunate. Oh well.
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Old 05-28-2015, 01:47 PM   #23
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Re: Madden NFL 16 - Connected Franchise Deep Dive

I see what you're saying too, but at least XP makes progression visible....An under the hood system can still have errors and on top of it, we'd have no idea how it worked. I understand it's not what I see on an NFL broadcast....that's true. It's not what I want...I want broadcast too..but I think the system as a whole of you put yourself in the right mindset is kind of cool.
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Old 05-28-2015, 01:48 PM   #24
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Re: Madden NFL 16 - Connected Franchise Deep Dive

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Originally Posted by SolidSquid
I see what you're saying but xp isn't sim, neither are banners that pop up saying Allen Robinson needs 25 receptions to meet his goal. I really wish he had an alternative to xp progression.
I dont mind the banners as long as they can be turned off. Its clear from the article that some fans want them. Just as long as I can turn them off.
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