2) Some people have old grafics cards.... tessellation done right, would mean alot of the older non 4xx or 5xxx+ series wouldnt be able to buy games or play them. This might be a issue for some game developers that want to sell more copies by allowing non- dx11 cards to be able to play the game at a decent experiance.
3) most games sold are to the consols, which dont have tessellation = game ports take alot of work to add tessellation and then its on a already overdone model so gains are small = tessellation NOT done the right way. This means it ll first be around 2012 when we see heavy tesellation games appear (if consol refresh go with a chip that has good tessellation).
I think when consoles support tessellation, we'll start seeing it done right. Until then, we'll see game models designed to look good without tessellation, and that will keep tessellation an IQ feature, not anything that will boost performance.
That's if they are designing the game for Dx11 and then adapting it for consoles. So far, seems more like the other way around. They are adding superficial Dx11 effects to games.
All these don't matter when you really think about it.
For one thing, games already have different model sets (generally, low-detail, medium-detail, high-detail). So having "low-detail model" to be used as the target for in-game tessellation isn't something that will break the bank for game devs. They are already doing it. It is not too much extra work that will never benefit their prized console market. Which also answers why it doesn't matter if they make games for consoles first before PC.
For example:
1.) Make low-detail model.
2.) Tessellate low-detail model to create high-detail ("complete") model.
3.) Package high-detail model into console version, release console game.
4.) Package high-detail and low-detail model into PC version. Use high-detail (that is, "complete" model) for non-DX11 settings. Use low-detail model for DX-11 enabled settings, and let on-the-fly tessellation take care of it to produce the high-detail in the game.
This is simplified, because I only want to show that supporting tessellation ("ohs noes, multiple models!!") isn't impossible or an unnecessary burden. In reality, even before DX11, every game
already has multiple models anyway (low-detail, medium-detail, high-detail, etc) since video-card capabilities greatly vary (low-end to high-end / SLI / Crossfire).
It is a non-issue, in short. All it needs is a little dev relations elbow-grease to ensure industry-wide adoption now that the hardware has arrived in force. In fact, since DX11 and hardware supporting on-the-fly tessellation arrived, I would be surprised if most game studios don't already include it in their most current and future plans (that means, of course, not the games already being done, since they are not "plans").