whats sad about some games is they actually show you less twit 16x10 then 16x9...
/sings the fov blues...
It's done because it makes sense. From a programming perspective, you should scale your image in one direction or the other. You can either lock the vertical perspective and increase horizontal the wider you go, or, you can lock the horizontal and increase the vertical the taller you go. The common computer aspect ratios are 5:4, 4:3, 16:10, 16:9 in order of tallest to widest. Some people seem to want some kind of arbitrary scaling in games that benefits 16:10 the most, when it isn't at either end of the spectrum... which makes no sense at all. Most games nowadays lock the vertical perspective (meaning all monitors will see the same from top to bottom), and will scale the sides the wider your screen is, meaning the wider the better. 16:9 is wider than 16:10. The main confusion regarding this seems to stem from the fact that the common resolutions happened to be 1920x1080 and 1920x1200, making people believe they should see "more" with 1920x1200 because one of the numbers are bigger.
If it helps people to visualize the difference, picture that 1200 vertical lines were locked, and the horizontal resolution was scaled around it... then we would have:
5:4 = 1500x1200
4:3 = 1600x1200
16:10 = 1920x1200
16:9 = 2133.33x1200
And that is basically how games operate, they lock the vertical perspective and scale the horizontal... ergo, 16:9 = more seen, but not necessarily a higher "resolution", because obviously, 2133.3x1200 doesn't exist.
To say that a game should give a wider screen when going from 1600x1200 to 1920x1200, and then a taller screen when going from 1920x1080 to 1920x1200 makes no sense, because it's confusing what resolution actually represents in games, and means that the center of view is arbitrary.