Correct - but I still do not see how Bungie lied. As a game developer, you would have to make concessions closest to the core, and the core is the game engine. There is no advantageous pursuit in writing an engine for each console, when you instead code it to your lowest common denominator, with the intent of improving it in subsequent versions. Ultimately, you take code that is target-specific, and remove that from the core aspects - compartmentalizing code so that it has no impact on other systems, negative or otherwise.
This is not just a concept in game development, but a general concept in multi-platform development, as a whole. Write as much code for reuse as possible, even if that limits what you can achieve, and focus on the overall experience. As platforms become irrelevant (or in the case of the real world, where the platforms are generally the OS and they evolve), you adjust what the minimum acceptable target is, and optimize towards that. Core concepts, though, are too low-level to general abstract on a platform-by-platform basis. The cost of manpower to develop and maintain that would break most shops - and you would end up with differing implementation with differing bugs, differing release paths, and an overall difficulty in coordinating longer term milestones.
I write software for a living, and have for nearly two decades. Part of that time was spent tinkering with game development (although I specifically chose to not involve that in a career path), and I do have friends that still work in the gaming industry. Developing for the highest potential target and dumbing down code is not what most shops would do. It is a bad practice, and it only leads to more issues than it would ever solve. In fact, that alone would be enough of a warning sign that the shop has absolutely no clue how to develop a multi-platform product, and I would run (not walk) to another shop, personally.
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