Now that Madden 13 finally has the patches needed to make it a truly complete game we can start talking more about how to approach different modes. In the case of Connected Careers Mode there are numerous ways to approach how to build your team as a coach.

I started a career with the Kansas City Chiefs and somehow took them to a Super Bowl victory with Romeo Crennel in my single player Online Franchise ‘Romeo’s Thinkin’ Arbys’. After winning the big game in my first season I wanted to move on with a new coach in a new (and more challenging) situation. Naturally, I went with the Browns and started my first off-season by trying to get players to fulfill stop-gap roles for my first season. Then finally, I got to the draft… aka – the best part of building your team.
Drafting Your Team
It is more than simply taking the best-available player.
You need to consider what your team truly needs when you start drafting players. This includes scouting during the season as well. As a coach, you will need to pay close attention to the contract statuses of your players and how they are performing for you. Taking a Quarterback when you really need a Defensive End or Linebacker could make your team suffer. In this same breath, you should also compare the players by their ratings and their size.
Also, if you want a cheap way to scout for players that will be highly rated on your team, make sure you spend the 25 scouting points on ‘Scheme’. This will be something you can use as you go through the year to set up your potential draft picks.
Free Agency
Over the course of my current CCM I have come across a few free agents that intrigued me. The best pick-up I have made is WR, Leonard Hankerson for the Browns in 2013. He came in as a replacement for my injured rookie WR and ended up leading the team in receiving yards, TDs and got himself a huge contract in the off-season. Keep your eyes open for players that perform well when playiing for you. Sometimes a player might not be ‘a good fit’ but he could end up becoming exactly what you need to turn things around.
Release Failed Project Players
One of the hardest things to do in sports games is to part with players that you either like in real-life or simply want to develop in the game. Some of them just don’t pan out or under-perform over the course of time. You have to make those tough decisions and understand that the betterment of your team is the long-term goal.
Pick A Starter… and stick with him
One of the parts of CCM in Madden 13 is progressing players based on their performance on the field. Make it your mission to look at the goals being set for all of your starters and try to develop your players through that system.

Arcade/Deathmatch Style – Call of Duty is the quintessential example of shooter games that revolve around picking up the controller and smacking other gamers in the face. It is a fast-paced game with slight differences between weapons. Not to mention a huge group of core gamers that are dedicated to the game they have come to love (or even sometimes, hate).
Objective Based/Simulation – Battlefield 3 is designed with huge maps and team-play as the primary components. While some of the interactions with vehicles is far from ‘simulation’ the weapons and handling of the game in-general present a much more ‘realistic’ feel to the game. The recoil of the weapons makes for tough decisions to be made at times when you try to determine if you want more power or more control. This is a primary difference between BF3 and COD games.
Sci-Fi/Fantasy – Halo, Fallout and The Elder Scrolls series all fall into this category for the most part. They are either based in a realm that doesn’t exist or in some sort of alternate universe. Fallout is the only potential threat to this category, but in reality it still has ‘laser’ weapons. Much like Fallout, Skyrim has magic and other spells that make it fantasy related. Halo is based on other planets or regions of the universe and uses weapons that either don’t exist or close to that description.




