That argument would hold, except time spent trying to balance . develop toward these harder difficulties is time not spent balancing toward the larger majority.
Seeing as how we're talking about a flag in code, a checkbox on the game setup screen, and a fairly small amount of code to make bots not respond (and the game cope with that accordingly), this argument is absurd. There is no "balancing" going on at all. The game is not being rebalanced in any way whatsoever by this change.
If that is the goal, that some effort will be spent toward the minority, that is fine. However, I will not tolerate glancing over the fact. Be upfront. An disproportionate amount of time is time toward the minority. Again, that in itself is fine, as long as it is not denied it is at the expense (or at least, the ignoring) of the majority. It occurs in AI Wars all the time, it is true.
Technically time spent working on easy stuff is also "for the minority", since lots of players aren't playing on easy (and pretty much nobody is going to play there more than once).
However, I will also argue that is why VotM sales were not...spectacular, given the lack of support the expansion got.
You'd argue that VotM sales were not spectacular based on... what? VotM gave the player several new toys. Core Turrets and their "spam these everywhere for virtually no cost" system make the game easier, not harder.
Do we even know if VotM sales met expectations? Have they ever said so? Or did they simply decide not to make the big changes until Keith is working on the next expansion?
Focusing on making a game harder simply doesn't drive sales as much.
FTL would disagree, and it's a lot more merciless than Bionic Dues is. XCOM would probably also disagree since it's reviving a franchise based on being remorseless about murdering you. The genre is based on being hard, and you're not going to interest the genre fans if you're not. BD already has a solid difficulty scaling system, so it's got no problem appealing to people who want an easier game.
If that is the goal, fine, but then don't mention disappointing sales in a similar time frame (I'm not saying anyone did, but it does tie in to the "mystery" of how this game didn't sell despite good reviews).
No, it doesn't tie in at all, because the premise that the game is too hard for people right now is false. You can make this a really easy game if you desire.
I stand-fast that making certain "challenges" coded will develop a game's popularity a fraction of expanding the base game to begin with. There are plenty of games which I've made informal rules to myself to make the game harder; even then, I would prefer the game developers pursue expanding the game rather then codify my personal rules.
Pick one: Difficulty, or popularity.
Again, that's false. What's made AI War last so long is not that the only time anybody ever worked on a feature, it was applicable to a newbie playing on 4/4. Stuff was added that keeps the game interesting for a long time, which gives it longevity. If you're adding stuff to a game, you need to look at stuff to draw in new players, and stuff to keep the existing players interested. Without them, who is going to tell the new people about the game, or buy expansions?