Um, okay first post here I think, but I just had to make a point to you guys who're slagging off the programmers of the game. It'll be a wee bit technical, though.
There are a couple of differences that set the consoles like the Playstation 3 and Xbox 360 apart from most PCs- these would be the existence of an OS (like Windows) and the processor architecture.
If you look at the specifications of, for example, the Cell and Xenon processors belonging to the PS3 and Xbox360 respectively, you'll notice that they have completely different architectures. They're geared more towards speed of processing than simply multitasking, which is what most desktop processors are for. This alone makes a great difference in terms of AI, as the console CPUs will be many times faster than most desktop CPUs.
Next up is the presence of the operating system. Any normal Windows configuration will have hundreds and thousands of things going on beyond the 'background applications' that you can see in your Task Manager. This means that your processor is busy running Windows, which comprises largely of the kernel and the shell, as well as security processes. When you run a game, your processor will have an even greater load, as it has to split power between keeping Windows (and the interpretation of the program a game is written in) running, while translating graphics code (not textures) and file locations and programming code (C or Python or Java, whatever you can find). Not to put a negative spin on things, but it severely cripples most desktop CPUs compared to console CPUs.
Now, combine the setbacks most desktop CPUs have compared to consoles, and you can see why it'd be so difficult to really simply port the console versions over. You'd need way more than 2 cores to calculate the physics of the ball, collisions, the way the net moves and the animations of players the way consoles can do it. Of course, you could run them if you had a quad-core processor which was fast enough, but that already excludes an overwhelming majority of the potential market. Not all FIFA players are 'gamers', there are those who have simply average PCs which wouldn't be able to handle such complex calculations. It'd be myopic to think they should develop the game specifically for people who can afford high-end computers.
Personally, I'd rather sell the game to a million people who can run a less-complex-but-still-fun version of FIFA than perhaps a thousand or two who play it at High, 1920x1080, AAx16 and AFx16.