There's a popular, and very illogical myth that somehow the campaigns in popular FPS games are "tacked on". Somewhere along the line, people got this idea that the amount of work required to make an MP shooter was comparable to the crushing amount of work required to make a 5-8 hour long cinematic set piece shooter like, for example, Battlefield 4.
Look at the Battlefield series. Even since BF3, development has been split between two primary teams. One handles the MP, the other the campaign.
Battlefield 4's "MP team" consisted of 68 people. Battlefield 4's "Campaign Team" consisted of 93 people, including the lead developer of Alan Wake and Starbreeze developers who went on to work on Wolfenstein: The New Order and Mad Max.
Battlefield: Hardline, by Visceral, featured 10 designated campaign designers compared to 5 designated MP designers. The MP was handled by Dead Space MP staff mostly, and the campaign was developed by the actual talent most people might associate with Visceral.
The Call of Duty series started out with a singleplayer focus. It continues to sink huge amounts of money and resources into its campaigns. Hiring award winning writers, for a start. And award winning actors. Yet some people still delude themselves that these campaigns aren't the focus of development. Nay, the heavily recycled multiplayer content that is often outsourced to B-teams is obviously the focus of development.
If we look at who is making these games, and how the teams are allocated, it is fairly clear that the campaigns are the focus and the multiplayer is side content that might generously be described as something tacked on to sell more copies. Do people seriously think Infinity Ward is running around headhunting set piece developers from Naughty Dog and game directors from Crystal Dynamics to make multiplayer content? It's nonsensical.
Look at the Battlefield series. Even since BF3, development has been split between two primary teams. One handles the MP, the other the campaign.
Battlefield 4's "MP team" consisted of 68 people. Battlefield 4's "Campaign Team" consisted of 93 people, including the lead developer of Alan Wake and Starbreeze developers who went on to work on Wolfenstein: The New Order and Mad Max.
Battlefield: Hardline, by Visceral, featured 10 designated campaign designers compared to 5 designated MP designers. The MP was handled by Dead Space MP staff mostly, and the campaign was developed by the actual talent most people might associate with Visceral.
The Call of Duty series started out with a singleplayer focus. It continues to sink huge amounts of money and resources into its campaigns. Hiring award winning writers, for a start. And award winning actors. Yet some people still delude themselves that these campaigns aren't the focus of development. Nay, the heavily recycled multiplayer content that is often outsourced to B-teams is obviously the focus of development.
If we look at who is making these games, and how the teams are allocated, it is fairly clear that the campaigns are the focus and the multiplayer is side content that might generously be described as something tacked on to sell more copies. Do people seriously think Infinity Ward is running around headhunting set piece developers from Naughty Dog and game directors from Crystal Dynamics to make multiplayer content? It's nonsensical.