Eidos Montreal’s Recent Job Posting Shows that Their Next Game will Probably Contain Microtransactions

on September 14, 2013 6:38 PM

Money Money Money Monaaay. Eidos Montreal is looking for a Monetization Designer for their upcoming game. A recent job posting on Eidos Montreal’s careers page shows that they are looking into new ways to monetize one of their unannounced projects.

According to the the listing, filed under “Unannounced Project 1”, the candidate will have to:

  • Develop game features that monetize and engage players;
  • Optimize monetization based on player feedback and metrics;
  • Collect and analyze game metrics and propose necessary changes and improvements;
  • Write design documents and present them to the team and executives
  • Determine and iterate on new sources of possible monetization
  • Work closely with the development team to bring new features into the game;
  • Work with the franchise team to discover new ways to monetize a franchise; Any other relevant tasks.

A Monetization Designer’s job is to find ways of making money with a game. This could mean DLC like costumes, weapon packs, etc. The candidate will most likely have a hand in how downloadable content is rolled out during the games life-cycle.

One of these projects  is speculated to being the follow-up to Deus Ex: Human Revolution. Does this mean that next Deus Ex will be free-to-play or  have some sort of online component? Not necessarily, as there have been plenty of single-player games to employ microtransactions. Saint’s Row IV and Sleeping Dogs are good examples of games with post launch microtransaction support. All this really means that Eidos Montreal will have a plan regarding microtransactions or DLC for the upcoming game.

How do you guys feel about developers and publishers looking for ways make an extra buck through microtransactions? Is there any DLC you regret ever buying? Did horse armor ruin it for everyone? Sound off Shockers!

 /  Staff Writer
Raised under the tutelage of Sonic the Hedgehog and the Gunstars. Jorge came from an age where protagonists never spoke and instruction manuals were over 50 pages long. When Jorge isn't writing about some obscure indie game, he spends his day talking about videogames regardless if anyone is listening or not. Jorge one day dreams of voicing a random npc your main character bumps into and punches in the face.