I didn't say that.If you're going to regurgitate a several month old post, at least make sure you read what your quoting.
I said that I was surprised that they didn't cut the feature out sooner, so as to appeal to a wider audience. That does not equate to meaning that I believed that was the impact removing the feature would have. I also noted, in the post that you quoted when putting forward your ill-conceived causal fallacy, that I felt hat sometimes making these changes late in a series' existence risks stripping the game of its identity - I did not suggests that I wasn't aware of the caveats.
As for your co-op remark, are you serious? Your entire comment is based on the suggestion that the removal of the timed mechanics harmed the games sales, and you're asking me for proof that co-op is a value-add for consumers? Do you honestly believe that consumers don't see value in co-operative features? What source do you have that consumers like being placed under timed pressure?
Consumer criticism absolutely affects sales and whatever the source of that criticism is, be it co-op, timed features, etc, is likely have a contribution to the games commercial performance. Supporting that, games with lower critical and consumer aggregate scores, tend to have lower commercial performance. It's not an illogical series of events to follow, consumers dislike game for x, consumers don't buy game - however at the same time, I did not suggest that any individual feature, or the removal of, would propagate a game to enhanced commercial success. In Dead Rising's case it's not necessarily the fact that co-operative games perform better commercially, but the simple fact that this appears to be what players missed when it was gone sparking more criticism of the game (alongside a myriad of other factors) that likely impacted its commercial performance.