Problem between consoles and PCs from a development standpoint is that as limited as a console may seem to PC gamers (and it really is limited on a number of things but then, that is the tradeoff between a multitask platform and a single task platform even if more and more the gap is being shortened) it’s a stable platform. That’s one of the reasons why many developers focus on consoles – it significantly cuts down on playtesting and future support costs, such as patches.
Also you have to factor in that term we usually dislike – market realities. A console is for the most part more accessible in terms of price than a PC (and even in somewhat unfairly, it’s also considered easier to work with than a PC – after all, PCs are seen as complex things by most people; an unfortunate misconception no one seems too interested in clearing up). Can we make the case for the PC’s multitask and superior GPUs? Sure. But then, there are already dedicated internet services being developed for consoles as well as specific voice chat software. Also consider the likelihood of console gamers having a PC for other tasks consoles cannot perform (most of which you’ve already outlined in your previous post), along with a console.
Plus, a console’s life cycle is mostly related to technology advancements – a problem PC users also have to deal with. What we buy today is made obsolete in a very short time. This is no different from consoles since they (mostly) operate on the same hardware. While we could sit here and throw barbs at the mad rush for graphical prowess (seriously, do we need to go higher than Unreal 3? That looks amazing and something my computer will chug along to even get 20 steady frames per second), people only looking towards the ability to play videogames are inevitably flocking to consoles. And at least for a while, brand new PCs were more expensive than brand new consoles.
This isn’t to condone the game’s development platform of choice but it’s nonetheless understandable. The real reason to be afraid of the game being developed for the Xbox 360 is the possible baggage that comes with it, ie, trying to follow some design trends specific to the platforms’ games such as compartmentalized minigames which simply work independently of character skills. You can also expect invisible walls, invulnerable NPCs and so on from the technical side of things. Things which are just exceptionally poor design but that most gaming journalists will often pay no mind and will not denounce them.