There is an even deeper point here.
What will game developers do with the M1 Max? You can look at the stats on Steam. Most gamers have pretty lousy hardware. They may trash talk about $3000 rigs, but they're actually playing on $500 hardware. Which means that games have to target that sort of HW. They try to run a little smoother , or show a few more visual flourishes, on higher end HW, but there's not much that can be done.
So we revert to my point. A developer can create a game that is spectacular on the M1 Max (and similarly on some $3000 rig) but only spectacular on that hardware. And the gamers will ooh and ahh -- but few will buy.
I've talked to actual real game developers about this, and this is their PRIMARY point -- what matters is where the market volume HW is.
If you want to complain, complain about how cheap all the other gamers are. Or complain that the developers have no imagination to give the game massive dynamic range, scaling from a $500 PC to an M1 Max. But these fantasies about how "if Apple only made Vulkan and OpenGL (and hell, why not demand DX12 as well) available on mac, we'd see the most amazing games ever, and Apple would win because gamers would buy Macs, blah blah" are just that, pure fantasy, totally uninformed by what actually drives the decisions of game publishers.
I think Apple understand this a lot better than gamers; that's why they target and emphasize certain types of games for Arcade, but don't even bother with the "console-like" market and its culture.