I blame the need for pretty still shots. Everyone is competing for the best-looking static image on a website or printed page. The difference between 60 and 90 degrees is huge in real-time rendering. (I like comparing RT rendering to lifting all real objects within your field of vision at once. Can you do it?) Blaming consoles is still fair, though. A dev studio has to be as efficient as possible in allocating resources for a game's development. If it has to handle the FOV and all its fallout differently on each platform, it's going to take longer and/or cost more. It's easier to put out a one-size-fits-all view cone, and then let the PC people tweak it (and live with the consequences, such as ill-fitting HUDs or chugginess). When the next gen hits later this year, hopefully things will get better technically across the board. Right now, consoles are a low lowest common denominator.