I think he is making excuses, simply put Sandbox games with the demands on them are much harder to write, develop, and program. Especially seeing as you need to do all the plot development and "missions" as well as build up a huge and consistant world, and provide things to do in it.
I suppose there is some truth to these games being "hardcore", which it disturbs me to find he considers being a bad thing. Largely because when you put a casual player down in front of a game with that many options and only very general directives on what to do (even if there is a campaign and plot) they tend to get intimidated. Casual gamers want to be taken by the hand and lead down a path, and be sure that they aren't going to miss anything cool. Your casual gamer doesn't want to hunt for easter eggs, they want to be handed the game (so to speak).
I think the problem with the "Battlefield" developer is largely that it doesn't want to put in the effort, or pay the expense. It's not a matter of making a profit, but making the most possible profits. Less work means a less expensive game, and if that game reaches more casual players and sells more copies it makes more money as well. It seems that like a lot of developers, they are trying to portray their "selling out" (for lack of a better term) as some kind of progress for the medium, when in reality it's nothing but MORE money going into their pockets and giving themselves an easier job. They can try and justify it any way they want, but that's the bottom line.
Incidently, I'll also say that this kind of attitude is what is holding back games from being taken more seriously. When you dumb the games down to make them approachable it gets the reception one would expect from dumbed down products. You talk about how serious games are, how interactive they are, and how they are the future, but then churn out very linear games with minimal interaction, designed so the lowest human denominator isn't going to have a problem, and one shouldn't be surprised when your medium is viewed the same as children's cartoons since it's at a child-like level. Sandbox games, and being able to see how a world reacts to a player's actions is one of the things that have been moving games forward as being interactive. What's more they have been becoming increasingly complex as time goes on, and while intimidating to the lowest human denominator it's been one of the big defenses of games as a growing medium. You can't have it both ways. Like it or not, even if it's just a reaction to violence, having people scream and flee while the police respond is a big achievement, and this kind of thing has been getting better over time. Saint's Row is paticularly impressive when you think about it as it's able to track police, gang, and allied response at the same time. If you say engage in criminal activity at the expense of a gang in one area, the police and gang bangers will both respond with seperate levels of force depending on how much you annoyed them. If you flee into YOUR territory your own gang members will also get involved on your side, with a degree of effectiveness largely determined by your overall success at the game up until that point. This kind of thing, and it moving forward, and being used in other settings other than crime, is one of the big defenses of game evoluion, and yes it might intimidate casuals, but hey... if we catered to that crowd we'd all still be playing games on the level of the Atari 2600.
I'll also say that another area games are trying to evolve into is becoming a serious, competitive practice. People look at shooter and fighting game tournaments, and of course games like "Starcraft" and what they have become in Korea, as signs of how gaming could very well become a competitive endeavor much like sports. Of course the thing is that for this to happen gaming has to take itself seriously. You can't for example have a serious, competitive chess game, if you say give special and unbalanced advantages to one of the players to compensate for their lack of skill. You can't say tie one hand behind Michael Jordan's back to make the game fair for other players (or well, back in his prime). Yet, that is fundementally what is going on with a lot of games in order to make them approchable. You have fighting games designed so a casual player can sit down and start doing impressive seeming things right off the bat, with a lot of moves with power disproportionate to their ease of execution being put into the game intentionally. Shooting games have things like the "noob tube" to act as a crutch for new players, and so on. We see this in things like MMORPGs as well, with effort being taken to prevent the serious players from effectively locking casuals out of the competitive aspects of the game... yet if you want games to be taken seriously you can't have this. You need to focus on balance, and have everyone playing by the same rules without any deliberate imbalances intended to make them approchable.
Simply put for gaming to continue to evolve, it has to become increasingly hardcore, and be presented as something people need to work at in order to do well at. It should not be stooping down to lift people up, but constantly elevating and demanding more of the people who want to play.
While this seems to be going pretty far afield, and is reading into the comments being made by the Battlefield developers, I think I understand where they are coming from, even if they won't admit it. To some extent their comments remind me of what we saw with "Alan Wake" which was transformed from a Sandbox game into a very linear experience, and suffered from it both in terms of the game itself (although it was okay) and in the reception it received. Sad because a sandbox horror game would have been a nice step in evolution, getting away from the generes that dominate that style of game. As things stand we're left with "Deadly Premonition" and it's moments of genius as a sign of what could be done with the genere if someone was to throw the level of tech and development "Alan Wake" had behind it.