Earlier quoted context omitted.
A lot of people will likely blame APIs etc, but that’s just an easy scapegoat for people outside the game dev industry. The reality is likely just market share, hardware and the makeup of that market share. Macs used to actually be a big gaming platform once upon a time. Myst was a Mac exclusive (built with HyperCard) and Bungie used to make games for macs first before getting bought by Microsoft. But windows got the…
You can't ignore API reasons though. Before Metal, macOS used to ship with old OpenGL versions. I remember around the Tiger days (10.4) OpenGL was 4-5 years old compared to the version shipped in Windows. And with DirectX, Windows had a better API about two decades before Metal for macOS was released. I do agree with your other points. Macs are expensive so they are always going to be a niche market. And in most coun…
Seriously though, one hiccup for gaming in macs is the screen resolution: it’s not until recently you could get good performance at such high dpis in games, especially on a laptop. Now that gpus can push those pixels better than before, it will start being more viable to make games for macs
Also, macs are all about being premium while enabling ecosystem lock in. When they have to compete with diy desktops with hot swappable, upgradeable hardware, how can apple possibly charge such a premium for their gaming machines? How can they differentiate via software when gamers don’t care about their os — they want their os to get out of the way so they can game? Apple can’t. So they don’t even try. It would hurt their brand to be seen struggling like that
They won’t compete until they see a way to use their playbooks to gain a platform advantage. Eg, ar/vr with m3 chips