Going multiplat means longer development time, which means larger production costs, and splitting up the dev team by having to work on seperate systems. It also means working around the 360's DVD limit (FFXIII and LA NOIRE for example)
The payoff is supposed to be a larger audience (more sales), but this isnt always the case.
Ninja Theory worked on PS3 exclusive Heavenly Sword. It sold 1.48 million at a time when PS3 had a small user base.
They went multiplat with Enslaved and only sold 0.59 on 360 and PS3 combined. Not even half of what they sold on PS3, and Enslaved was actually a decent game with about the same quality as Heavenly Sword.
Tekken 6, a game that shouldve come out on PS3 in 2008. It would've been a huge exclusive for the PS3 which was hurting for games at that time. Tekken 6 wouldve been hyped up by PlayStation fans and wouldve been a big hit. However it was delayed so they could work on the 360 version. In the end, it ended up coming out a year after it was supposed to, and came out after Street Fighter IV which stole a ton of Tekken's buzz. Tekken went from being a solid 3.5-4 million seller on PlayStation alone, to not even selling 3 million on PS3 and 360 combined.
It is the LOWEST selling Tekken game on console of all time, yet it's the only one that isn't PlayStation exclusive. I have to think that going multiplat hurt Tekken more than it helped. Not only did it increase development time and production costs, but it didn't pay off in the end as Tekken 6 didnt even crack 1 million sales on 360.
Any more examples of "Going Multiplatform" being a huge waste of time for the developers?