I really dislike how the gaming community has caved into Microsoft and left Opengl for MS proprietary kits
Because OpenGL has stagnated. OpenGL 2.0 is long overdue (as in, it was supposed to be finalized almost 2 years ago. It still isn't), and while OpenGL 1.5 supports all the graphical bling bling you could want, most of it is done through proprietary vendor extensions rather than standardized OpenGL calls. Implementing different extensions for different cards is a pain in the ass (witness the many different paths for Doom3).
The other thing is that OpenGL is purely a graphics API. That's fine and dandy -- it's the purpose of OpenGL after all, and I'm not suggesting that it should try to take on more. Thing is, DirectX is much more than just graphics. It's also an interface API (keyboard, mouse, joysticks, and other peripherals), a sound API, and other bits. The bigger issue here is that there is no one standard for implementing these other bits across platforms. Heck, there's not even one standard for this stuff on Linux alone. Doom3 will use DirectX as well as OpenGL -- the graphics engine will be OGL, but the sound and interface stuff will be DirectX (on Windows; don't know what API they're using for Mac and Linux). It makes cross platform programming a PITA and significantly reduces the appeal of bothering to do so at all.
And, finally, if you code in DirectX then it's a relatively easy port to the Xbox. Doesn't help with the other consoles, but that's not of Microsoft's concern (surprise, surprise).
Oh, and if you think I'm a MS fan... well, I'm eagerly awaiting my LinuxCertified 2210 laptop.