What generally happens is that software developers make their games for the largest market, and that the extra sales from being on the smaller markets get picked up afterwards with ports. That’s why you see late titles that are not always well-adapted to more limited hardware capabilities, the budget for a port is based on projected sales. Because the titles are late and adapted, the platform is seen as not being a premier destination for games, and people don’t buy the platform in order to play its games.
The PC consumer market is largely driven by games, the cutting edge caters to a gaming crowd — the gaming hardware is there, the developer tools are there, so the software developers go there. Apple doesn’t participate in that market, and that is fine, but if they want games software to be a first class citizen in their market they need to take a different approach to style and content.
Take The Witcher 3. It was developed for PC in a photorealistic style, it sold 27m copies over a number of years, and in 2019 it was brought to the Nintendo Switch. It was criticised for low draw distances and popping-up of important things in the view, and it sold 700k copies in the first three months, which would be the bulk of its sales. On the PC it was a premier title, AAA, something people would buy a new computer for, yet it didn’t sell massive amounts on the Switch because the audience was different and the port suffered from technical compromises.
The Switch market approaches the style of titles differently from the PC market, the two are quite distinct. Apple have not tried to define a style for the Mac games market, they have left it to other people to develop in a kind of free-market approach, and as a result it has been surviving on a steady diet of ports.