Andy_Panthro: Are you forced to use Games for Windows Live at all? ... I have this fear that when I upgrade, I'll be forced to have GfWL on
Single-player-only games (such as Fallout 3) only use Live for downloadable content and achievements; if you don't care about either of those you can play without it and ignore it completely. Unfortunately this does not seem to apply to games that use it for multiplayer (such as Grand Theft Auto IV) even if you only care about the single-player component, although of course you could use a crack or whatever to get around that. Games for Windows Live is not bundled with Windows (not even Windows 7), so if you never buy a Live game you will never have to deal with it.
Any and all Games for Windows titles that do not bear the Live logo have no Live functionality whatsoever; for these titles, all the branding does is guarantee they follow the design guidelines (optional single-click installation, controller support, Games Explorer integration, widescreen resolutions, 64-bit support, etc.), although these are things that many non-branded games do anyway.
deoren: I just installed Windows 7 RC on a spare partition and am going to go back and play some games that support DX10, but I'm not expecting big leaps in graphical quality.
DirectX 10 was a relatively minor release to expand DirectX with new features originally introduced with the Xbox 360's DirectX-derived API. Additionally, since all games continue to support DX9 as well (with very few exceptions, like Stormrise and the upcoming Alan Wake) developers' efforts are divided between the two, meaning DX10 didn't get all the attention it could have.
DirectX 11, on the other hand, is a fairly major update, adding next-generation features such as
tessellation (which allows the detail level of each model to be scaled mathematically rather than having to swap between multiple pre-designed versions of the each model) and compute shaders (which allows non-graphics tasks--such as physics--to be handled on the GPU using manufacturer-independent code).
Tesselation means the developers only need to have one version of each model (with the engine and GPU scaling the detail in real time during play) while also theoretically allowing games to scale to a wider range of hardware than ever before. DX11 also incorporates feature set scaling for DX10 and 9 cards, which means developers can shift to working entirely in DX11 without dropping support for older cards in the process. Because of this it is very likely that many developers will skip DX10 altogether, especially since the next Xbox is very likely to run on a modified version of DX11.