Two related questions: 1) If Apple paid for the ports (and they were done by porting houses, like most game ports), and these games ended up on the platform but sold no copies, how does the game studio lose? Especially given all the publicity they would get for the remastered version of the game.
Just to preface we're talking about full AAA ports, and not mobile ports of AAA brands (e.g. Diablo 3, Forza, Eve Online, etc).
Depending on the circumstances, they may share the source code / assets, or they may ask for consultants (i.e. time = money) from the game studio to make sure the port goes ok. The port is not a guarantee of a success. A bad port could also give tarnish reputation.
2) Given that people buy consoles that cost $400-$700 to be able to play a single game, why do you believe that they would not pay $150-$200 in the same way?
Finally, what is it that you think draws people to a gaming platform (focus on consoles, but include PCs as well)? Is it hardware specs? Titles? Price?
Remember when the Apple TV was marketed and spun as a gaming system? The hardware is quite decent, but it still hasn't really taken off today. Very few people buy it for the games. There are going to be people pursuing hardware specs or price or title, and there are going to be some that look at it as black and white. However, I believe it's all about the entire package. The elephant in the room here is understanding the demographics.
For PC in recent years, there's a heavy focus on online competition, so you have your MOBA and Fortnite crowds. Think about how much money the top streamers make here. The marketing and competitive nature of it is far greater than something that I think the console can obtain in the short term. I went to the Overwatch League season 1 in Brooklyn in the first year, and it's quite interesting to see a stadium here in the U.S. fills with an audience to watch people compete in a PC game. In South Korea, they have always had a stadium audience for their games. Hardware here makes a difference because many of these gamers pursue high FPS at high quality graphics. For Macs in comparison, it kind of feels the most talked about game recently is Civilization 6. If I were AAA developer, I would barely even look at the Apple ecosystem.
For consoles, you have different crowds. Take PS4/XB1 for example. You have your online crowds for Evo Championships, but you also have those AAA titles that are targeted for x86 platforms. It certainly helps that Sony going to x86 in the PS4 made a lot of PlayStation developers happier. It makes cross platform development just a tad easier. All 3 consoles do a lot of marketing campaigns to make sure they are known as gaming and living room systems. There's too much content out there that reiterates this. On the Switch, you have heavy pushes on 1st party brands such as Mario and Animal Crossing, both which are established IPs and still have a significant following. All consoles have done extensive focus group studies on many facets of console gaming. Seeing the Apple TV control in gen 3/4, it's easy to assume that Apple has not. In addition, the fact that Apple opened up their platform to leverage console controllers may hint that it's kind of throwing darts a little bit to see what sticks.
The Apple TV right now as a gaming system doesn't really have much at the moment to attract these crowds which probably have the highest visibility. When people spend $400-700 for a gaming console, they are thinking "I am buying for that game for now, but there might be opportunities to buy more later because this is a gaming system with big future titles to come". If they had a choice of buying an Apple TV version or PS4 version of GTA 5, you can bet that most will buy the PS4 version because it's future proof with a lot more ROI.