Let's just say, for sake of argument that you're doing something really difficult.
Like... Um... making a game.
And you have 40 employes who you have to pay no matter what they end up doing.
Now, and hear me out here. Do you think the game would be better if you made 20 people work on the main game, and had 20 people working on pointless filler. Or, and this is a really big "or" is there the slightest possibility that the game would turn out one tiny iota better if you made all 40 people work on the main game?
Yeaaaaaaaa... that's not how it works.
Of those 40 employees they all have specific skill sets that need to be utilised. That's why most of them specialise. You have coders who specialise in engine work, so they end up tweaking the engine. You have coders who specialise in tweaking netcodes, so they'll tweak netcodes. You have animators, you have character artists, environment artists etc etc etc.
Now at the point of tacking on a multiplayer. The bulk of games visuals are probably already done.
And you simply reuse assets, character models and environments. With very few tweaks. You don't start building the game again, from scratch. So the bulk of the work is already done. It's then down to mechanic and table specialists to come in and do their thing whilst someone writes a netcode.
They're all specialist jobs, so the people working on them were likely hired to work on them.
Now. I'm sorry if that sounded condescending. But if you don't understand how only putting half of your recources to the part of the game that matters is negatively effecting it, I don't know how to respond to you.
It sounded condescending because you seem to be thinking about game making as something you can just throw a number at and hope for the best. Completely ignoring the nuance involved in utilising specific resources to do specific jobs.
If you have 10 dollars and you need to buy milk, do you end up with more milk if you spend 5 dollars on milk and 5 dollars on apples, or if you spend 10 dollars on milk?
I don't know how much simpler I can put it. If you do not use your recources efficiently you are going to get bad results.
Bad analogy. People aren't dollars, just because you've got 10 of them doesn't mean you can split them down the middle and use 5 for one thing and the other 5 for something else. You need to utilise their talents.
Anyways, me being a smug douchebag aside.
Yea, you should really know what you're talking about before being a 'smug douche'.
There are two possibilities about the Multyplayer team.
They are either new employes, in which case they're basically getting payed to learn the engine the singleplayer team is already fluent in, or the multyplayer is going to be in an entirely different engine, either way the company is wasting money on them.
Yea man... You'd best get up to speed on this version of unreal dude. It's not like the skills you already have will be transferable from your last job. Because we don't use industry standards here dude. We developed our own engine, for every game ever.... because.
Very few companies have their own engines. And if they do, they've likely got large enough pools of resources to have dedicated multiplayer and single player teams at their disposal.
And contrary to what you might think, for the purpose of making an engine function a specific way. There's not a whole lot you simply can't transfer. By virtue of their being an engine all of the hard work is done anyway.
Or they already know how to use the single player engine, in which case they'd be more useful helping make the main game more robust.
A game runs on one engine dear.
Wow, that's depressingly nihilistic.
You've played Bioshcok Infinite right?
What if the team that was responsible for making the vigors made a tacked on competitive multyplayer mode instead of the vigors?
Yea, that would be bad. Because they'd probably find it hard to write a netcode, optimise pvp variables and write tweaked hit detection mechanics.
Or the claw hook sky rail thing?
For the interest of brevity, specialist team, for specialist jobs.
Or what if, in order to fit the multyplayer on the disk, they took out all the audio logs?
Were they banking on fitting the game on a CD?
Would Bioshock Infinite be just as good as it is right now if instead of Vigors, hookshots and audio logs it had pointless multyplayer?
That's all hypothetical, but do you at least get it now?
It's not hypothetics, it's psychothetical...
What I'm getting at is that it's silly, and completely off base.
Games aren't made like that.