nadenitza: Do you think, however, the way they make console games has to do with "bad design choices" PC gamers have to suck up? (from a PC gamer perspective)
The way they are played (console games) and designed to benefit the usage and limitations of a controller - things like regenerating health, contextual movement, small corridor levels, "go here" arrows, etc. Are such mechanics console exclusive? If a consoles and their games need to be so unique to itself, why can't the PC version be unique by itself?
Hell, take the new thief 4 - you can't even jump on your free will any more, not unless the game says you can. How is a PC gamer supposed to swallow that?
Well that's a whole different story, since the hardware manufacturers are not the game developers.
The PC game market has been on a decline for many years for several reasons. A gaming PC is expensive, piracy is as rampant as always and the market shares go to casual facebook games.
For a family it's now cheaper to buy a console for playing and a cheap office PC from the discounter for the other stuff. So consoles get more market share than gamer PCs. Consoles also have lower piracy since it takes more skill to get them running, you can demand higher prices and they won't drop as fast as the PC game prices, where sometimes the price is halved after two or three weeks in retail.
So for developers it's a sensible choice to think console first, PC secondary (and even "maybe not"). The PC market still has enough potential to warrant a port, also even console games are developed on PC (can't get Visual Studio on XBox).
Next thing is, if you develop PC first and then port to console, you have to go great lengths to make it playable. Going the other way is a lot easier. Think of a game that has sniper enemies that hide somewhere in environment. On the PC I'm sitting close to the monitor and can scan every pixel for suspicious movements. Now on the console I'm sitting a few meters away from my TV set on my couch and can't do that. The game would be too hard and would need a complete redesign for the PC.
On the other hand, if you make a console game, you create a big interface, since the user sits far away and must be able to read it. Porting this to the PC works out of the box, even if it is annoying (think of Oblivion for example).
I too wish for better PC ports. But the reality is, most of the time the PC version is an afterthought that they do not want put much effort in. It's our task as customers to vote with our wallet and reward good ports with money.
The jumping clues and arrows are a symptom of the general dumbing down of a games as they reach more people. If there were no consoles, this would still happen. There's always a marketing guy out there that says: "There are a handful of people that don't play our game because they don't get it. We have to dumb it down, so they would by it!".
Also the audience gets older and has less time. I have job, wife kids, and while I enjoyed mapping Dungeon Master, I wouldn't touch an RPG without automapping nowadays. People that spent hours trying to beat some boss battle and making there way through complex labyrinths when they were young still play and still want the same gratification - only they can spend maybe 2-4 hours per week to get it.
It's a rather complex matter.