It’s this part, basically:
"What we could do – and what we did ultimately do – is cover that stuff in dialogue. You can ask those followers to go into the purifier, and they’ll tell you why they won’t. We felt that fit with their personalities, but really, they didn’t “sell” that to the player in a single line of dialogue. So, in the end, the player’s left with a, “Huh, why the hell can’t they do it?!” sort of feeling.
So the story does kind of break down. But you know what? We knew that, and were OK with it, because the trade-off is, well, you get these cool followers to join you. You meet up with Fawkes near the end of the game, and it’s true you can go right with him to the purifier. So we could’ve not had him there as a follower, and that would’ve solved the problem of him not going into the purifier – because, at that point in development, that was the only fix we had time for. But we kept it, and players got him as a follower, and they seem to love adventuring him with. Gameplay trumped story, in that example – as I believe it should have.
So if we’d planned better, we could’ve addressed that more satisfactorily. But considering how it all went down, I feel good about the decision we made there."
That was pretty pathetic as an excuse. It may well have been a last minute thing, but the fact remains they deicede it was more convenient to them to have several assistants who could handily do that, but who decided out of sheer laziness or bastardity that they’d rather you die from horrible radiation overdoseage than walk across a room.
Had he simply said, “Yeah, we were forced to cobble something together to get it out the door because we scewed up the planning,” that would be one thing. When he tries to justify it, it’s comes off as idiocy.