However... Let's look at FO3 which was released in Oct 2008 for about $60, there were 5 DLCs released in the next 12 months, each at roughly $10 on XBL. If a consumer bought the game and DLCs at the time they were released they'd spend around $100 - $110. So you've essentially doubled the cost... except you haven't. Some people don't find out about the DLCs, some people don't want to spend the time going back through the game or some of us wait two years and grab everything at 50% off so we get the whole experience at once. Either way you're leaving money on the table.
Now looking at the reassignment of resources to another project doesn't appear to be as fiscally responsible, because you can double the cost of FO3 in 12 months using a limited staff, whereas the reassigned staff get to work on an 18 or 24 month project which isn't producing revenue during that time. At this point you have some staff working on creating DLCs at diminished capacity, and you have some staff working on other titles, also at diminished capacity.
At the end of the day you've limited your potential revenue, and you've made the majority of DLC purchasers wait 12 months.... both of those seem like bad decisions.
My question is why you don't just leave the entire team on the project, and get the DLCs to market in 30 - 45 days? You could package the initial game as a standalone or with DLC access when released and realize the revenue immediately. Either way, you win and so do the consumers.... We basically get two games up front, and you can shut down the FO3 team 12 months earlier than planned so you can bring other titles (FONV) to market 6 - 12 months earlier... Then you can release FONV with it's DLCs so that in a 18 - 24 period you've essentially released 4 games and increased profit and consumer satisfaction.
Just a thought...