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Madden NFL 22 Franchise Mode Designer Interview

madden 22 franchise mode interview

Madden NFL 22

Madden NFL 22 Franchise Mode Designer Interview

Big Game Bengal has posted his interview with Madden NFL 22 Franchise Mode designer Andre Weingarten, AKA MoonlightSwami, as they dive heavy into the details of the mode.

The 50 minute interview is filled with plenty of nuggets for franchise heads. Make sure to check it out and post your thoughts.

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  1. Absolutely. LOVE how you have to pick which side of the coaching tree to focus on, and that locks out the other side. Should create a lot of balance, and a real "choose your own adventure" type feel.
    B
    I’m loving all this info that’s being shared. Had a few comments and questions after watching this video.
    - Does Player Personnal upgrades have any value in a 32 person USER league? Is every trait geared toward the CPU?
    - It would seem with amount franchise points available to earn you can upgrade your staff rather fast. Glad they put in a slider for it
    - Moonlightswamai said they’re fine with making your Player Personnal OP when talents are stacked. So again, where does regression come into play? You never lose staff? They never move on? They’re just always OP through the rest of your franchise?
    - I like the fact that there is choices to be made on developing your coaches. It doesn’t sound like you can develop a coach into the master of everything.
    - Like fog of war but sounds like they aren’t expanding in it which is unfortunate
    - Coaching tree is modular for future additions and considerations. Glad to see they planned ahead on this feature
    - I’m pretty excited about the new scouting. This feature looks awesome
    - Gameplanning changes was something I did not expect to see any love this year. I’m actually more excited about this than the new coaching feature. This feature has sucked as much scouting forever now so great addition. Love the risk reward element. And halftime adjustments!
    - Fatigue management is another unexpected addition! Playing it the beta I can say it’s in much need of balancing. I think this may lead into wear and tear system in future Madden. Practice injuries! Another great feature!
    - Talent tree in staff management has an unlock for more players for focus training. Cool
    I started playing Madden before it had a year on the box and I can say I’m very excited for the first time in many years. This game has been in a downward spiral for a couple generations of consoles and to finally to see the trajectories change course is very exciting. For franchise players that are not happy with what EA is doing for this years game; what were you expecting? Not trying to call people out, just curious.
    Only 17 minutes in, but great stuff here.
    Concern: Say there's an ability tree regarding OL play and I invest in that because that's how I want to build my team. But the GAMEPLAY still has cpu DL that magically disengage whenever I hit turbo. That's what I see happening.
    Progress nonetheless, but I'm cautious. Madden hasn't earned anything more from its consumers.
    The impacts of certain tree selections having impacts on both players and teams as it relates to FA signings and Draft movement really has me intrigued.
    This was the actual Franchise Deep Dive. If you listen to the entire thing you will get a lot of nice nuggets. Folks can hate what has been done, because reasons, but if you say that they haven't added a lot to the mode, you're just lying.
    Listening to this helped explain a few things I was seeing in the beta with staff management with the coaching trees. It also got me more excited for the finished game and especially scouting. It really looks to me like they're using a lot of duece Douglas mock ups as inspiration for they're changes to franchise especially scouting.
    Sent from my LE2125 using Operation Sports mobile app
    Calling JPDavis. He was always next level with his cliffsnotes in prior years. I'd love to get a breakdown with this as I'll likely not listen to it anytime soon.
    Sent from my SM-N950U using Tapatalk
    canes21
    Calling JPDavis. He was always next level with his cliffsnotes in prior years. I'd love to get a breakdown with this as I'll likely not listen to it anytime soon.
    Sent from my SM-N950U using Tapatalk

    I am not JP but some of the real key points here:
    Coaching Trees : You cannot unlock all of the perks!! Pick a tree Right left or center....and that is the path you are taking. So really look over the trees and the direction you want to go in building your team/staff/team identity and front office style.
    This is a big deal. Why? Replayability is now for real. You can try different things with different franchises.
    Scouting is being completely revamped. It is not what it used to be. The update will enable you to hire scouts both regional and a national. It looks like you can hire up to 5 (do not know 100%) that have different levels of experience, a tier level (the video shows 3 Tier levels) as well as positional expertise. The players abilities and rank will go up and down as the scout learns more about the player. Also there will be a mock draft feature.
    Another cool thing tying into player personal perks.....you can gain abilities to be able to trade up in the draft easier on the wheeler and dealer tree (name of the tree is a place holder and not final), make it easier to deal for players 30 years of age or older, make it easier to get hometown discounts on different levels of players based on their ratings. For example Players rated 75 OVR or less will be more likely to give you a hometown discount. Or earn a perk for 85 OVR to do the same.
    Again you can’t have all of them. Only one path on the tree can be taken for OC/DC/PP and head coach. So figure out which tree path you want for each coach/coordinator/player personel before spending it.
    Progressive Fatigue and practice injuries will make you really think about what is more important for that week. Making sure you max out your boosts to help your gameplan focus? Or keeping a tired Tom Brady healthy that week by not having him practice or...have him split the reps with his back up. Will you go full pads in week 8 with your defense at 60% health level and risk an injury or two or three in practice before a huge game? Or go half pads and all the back ups practice and go into that big game not as prepared and focused.
    Different players are also at different fatigue levels. You may have DeAndre Hopkins near full health but Kyler Murray is at 85%. He will never get above 85% in that weeks game BTW. And can drop more for the following week.
    Guys......they are doing things here. Making each week a chess match. Making you manage the fatigue levels each week, manage the practice reps, intensity and focus, and a totally revamped scouting system which for me was a monster ask. Scouting to me needed a total revamp.
    My hope is they can build off the weekly progressive fatigue, expand the lingering injuries and even get more into the injury system being more dynamic.
    A lot of big steps and a new foundation to build off of moving forward on next gen.
    Hope this helps you. But I say watch the video......it is a good one.
    jfsolo
    This was the actual Franchise Deep Dive. If you listen to the entire thing you will get a lot of nice nuggets. Folks can hate what has been done, because reasons, but if you say that they haven't added a lot to the mode, you're just lying.

    Exactly I'm all for being cautiously optimistic as EA deserves the smoke for its franchise mode. But this is the biggest leap in franchise since Madden 05 owner mode for me. Still a big hill to climb but its a big improvement. We wont get all the features in one year but continue this momentum EA!!!
    Great interview. Kudos to madden for looking to make these improvements but this all seems to start to get too arcadey for my liking. I'd prefer something straight forward with performance based progression but this system of using points and perks to convince a team to like your players is too much for me.
    I don’t like the progressive fatigue system. In the first game of the season, half of my players were out of the game in the fourth quarter and I was only down by 3. There was no way to get them back into the game
    BoldGamer144
    I don’t like the progressive fatigue system. In the first game of the season, half of my players were out of the game in the fourth quarter and I was only down by 3. There was no way to get them back into the game

    turn it off.. thats your option
    That was a pretty good interview. Still have some questions regarding the new scouting system. Will the cpu hire scouts as well? What’s stopping everyone from just signing the best scouts? Hopefully these get answered at EA Play.
    BoldGamer144
    I don’t like the progressive fatigue system. In the first game of the season, half of my players were out of the game in the fourth quarter and I was only down by 3. There was no way to get them back into the game

    Progressive fatigue is a real thing that teams and players have to deal with in the NFL. The system is a good idea, and though I did not play the beta I have heard it is a little overpowered at the moment.
    It will likely be tuned as to not be so devastating. Plus, there is a fatigue slider you can use.
    Overall, it sounds like a positive system that helps to replicate the real NFL and the issues teams have to face through a long season. Yes the system needs adjusted from the beta, but that is one of the reasons there was a beta.
    I am hopeful this will eventually lead to some changes in how Madden deals with the depth chart and should lead to better stats throughout the season.
    The first game of the season and my players aren’t available in the 4th quarter in a close game. My 2nd string LT was playing TE. Yea they do have to tuned it.
    Iteachpercussion
    Progressive fatigue is a real thing that teams and players have to deal with in the NFL. The system is a good idea, and though I did not play the beta I have heard it is a little overpowered at the moment.
    It will likely be tuned as to not be so devastating. Plus, there is a fatigue slider you can use.
    Overall, it sounds like a positive system that helps to replicate the real NFL and the issues teams have to face through a long season. Yes the system needs adjusted from the beta, but that is one of the reasons there was a beta.
    I am hopeful this will eventually lead to some changes in how Madden deals with the depth chart and should lead to better stats throughout the season.
    BoldGamer144
    I don’t like the progressive fatigue system. In the first game of the season, half of my players were out of the game in the fourth quarter and I was only down by 3. There was no way to get them back into the game

    I saw that fatigue was bugged so I turned progressive fatigue off and half my team still missed the 4th quarter for what it’s worth. The bug is somewhere else. They have 8 weeks to find it and fix it before release though so let’s not toss out a feature just because of a bug.
    BoldGamer144
    I know you can turn it off. I was just saying I didn’t like iit and gave a reason why.
    Nice, you probably want to start with something you cant turn off and give a reason why. If we all express our opinions about optional items that can be turned on and off the items that can't get reprioritized. Why do you need a reason to not like something that can be turned off?
    I really don’t want to turn it off because I would like to get the full experience of what Franchise mode has to offer. I just hope they tune it and make it make sense. My players shouldn’t be missing in the fourth quarter of a close game in the first game of the season. There was no way in getting them back into the game.
    thudias
    Nice, you probably want to start with something you cant turn off and give a reason why. If we all express our opinions about optional items that can be turned on and off the items that can't get reprioritized. Why do you need a reason to not like something that can be turned off?
    thudias
    Nice, you probably want to start with something you cant turn off and give a reason why. If we all express our opinions about optional items that can be turned on and off the items that can't get reprioritized. Why do you need a reason to not like something that can be turned off?
    Is this a serious post? No feature is perfect. It's perfectly fine to critique any feature, even the optional ones. If you love the idea of a feature, but it doesn't work in a balanced manner then you have the right to express an opinion on the feature.
    A feature being optional doesn't excuse it from being critiqued.
    Sent from my SM-N950U using Tapatalk
    This was really good and on 2x speed it wasn’t hard to listen through the whole thing in the background while playing the beta. Definitely recommend everyone check it out. I normally hate madden youtubers lol but this was really good. Swami seems like a great voice for the madden community. He said he does solo offline leagues and he is in a 32 man league.
    Looks like they upgraded Weekly Prep from NFL2k5 and added elements of Head Coach 09, two of my all-time favorite games.
    I'm curious if other teams eventually request to interview your coordinators for head coaching gigs? Forgive me if I missed that info elsewhere but it'd be great to face a guy you spent seasons developing as it would add some "life" to the mode.
    Kanobi
    Looks like they upgraded Weekly Prep from NFL2k5 and added elements of Head Coach 09, two of my all-time favorite games.
    I'm curious if other teams eventually request to interview your coordinators for head coaching gigs? Forgive me if I missed that info elsewhere but it'd be great to face a guy you spent seasons developing as it would add some "life" to the mode.

    There was a spot where they talked about when you level them up high enough, they can go to other teams as head coaches. Could not tell you where though lol.
    Kanobi
    Looks like they upgraded Weekly Prep from NFL2k5 and added elements of Head Coach 09, two of my all-time favorite games.
    I'm curious if other teams eventually request to interview your coordinators for head coaching gigs? Forgive me if I missed that info elsewhere but it'd be great to face a guy you spent seasons developing as it would add some "life" to the mode.
    We do know coordinators can become HC's now. It would be awesome if in the future there is a carousel added and your notified that your coordinator is a target for some teams. Budgets need to be added with contracts and at that point maybe you piece together a deal that keeps him staying as a coordinator and putting off the HC job for at least another year or two.
    Maybe a risk/reward system is put into place where you tell the coordinator you'd like him to not interview. One reward is he sees how you value him and says yes, but give me a raise. The risk is it upsets him and pushes him to be more likely to take a new job. A relationships systems that isn't as obnoxious as NBA 2k's would be nice. Something simple where you and the coordinator are either on good, bad, or neutral terms.
    Scenarios throughout the years could impact this relationship. The OC really wants you to draft a certain WR. Maybe you do and the relationship is positive and down the road he is more willing to be loyal and not interview.
    Maybe you don't draft the WR and during the year you ignore his gameplan suggestions. You have a bad relationship and in the offseason he declines your wish and takes a job elsewhere.
    This is dynamic gameplay that can still be streamlined somewhat while having a fun and big impact on your mode keeping it fresh and repayable making each franchise truly unique.
    I always loved in College Hoops 2k8 seeing my assistants get jobs. When I was in year 7, 8, or 9, I forget now, at Chattanooga in one Legacy I was undefeated and in the conference championship game. I was playing Citadel. Their HC was a former assistant. The way that game worked was my recruiting preferences and play styles impacted that coach while he was with me. His team was nearly a mirror image of what I had built at Chattanooga. The main difference was he played a slower pace, but he still stuck to high pressure defense and an offense that was structured the same as mine.
    He beat me and ruined my perfect season. I was angry at losing, thrilled he did it, amazed the game was so deep. I want that in Madden. Implement coach preferences, tendencies, and ratings to compliment the skill trees and allow those to be influenced by head coaches so coordinators can appear to learn from each coach they're under. I would love to face an ex assistant in Madden and see this guy run my scheme with some changes to it. Maybe since it is my scheme I can still shut him down as I'm the master. Maybe his own tweaks to it are what separate us and he beats me.
    Give me that type of gameplay and inject it into my veins. I've been dying for a football game to have the depth that Choops 2k8 and the NBA 2k series have. EA is laying a great foundation this year to get to that point. They can get there if they continue to expand on this foundation, and if they get there, they'll get all my praise, and more importantly, they'll continue to get my money.
    Sent from my SM-N950U using Tapatalk
    Kanobi
    Looks like they upgraded Weekly Prep from NFL2k5 and added elements of Head Coach 09, two of my all-time favorite games.
    I'm curious if other teams eventually request to interview your coordinators for head coaching gigs? Forgive me if I missed that info elsewhere but it'd be great to face a guy you spent seasons developing as it would add some "life" to the mode.

    The podcast has a ton of great info...give it a listen!
    Sent from my iPhone using Tapatalk
    Thanks for posting. Good convo.
    Wish I shared the enthusiasm for the actual product though. It looks really boring to me. Not trying to be overly critical, don't want to get banned.

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