This.
Dedicated PC and console gamers seem to forget that the VAST majority of "gamers" are on mobile, for a wide variety of reasons.
Newzoo, which tracks and publishes game market data, noted that in 2024, mobile was fully 50% of the worldwide game market; 30% was on consoles, and only 20% was on PC.
Breaking down that PC segment further, only about a third are high-end PC gamers; the majority are either playing on entry-level PCs / laptops or on "medium" spec machines.
From that same report, the vast majority of games are free-to-play / freemium or subscription-based, with only 30% being premium paid titles.
So high-end premium AAA PC gaming is
maybe 2% of the total market (30% of 30% of 20%).
It's a profitable niche the same way that BMW and Porsche have a profitable niche in the car industry, but the reality is that most people drive Hyundais and Toyotas, and even more people ride bikes and scooters (worldwide).
Developing for iOS is a
much more desirable target because the hardware and OS variations are minimal, a developer account is $99/year, and you can publish bug fixes and updates to the App Store for free.
For comparison: A friend of mine worked on the indie hit
Fez, which is now multiplatform, but was originally an Xbox exclusive at launch in 2012. At the time, Microsoft charged developers
forty thousand dollars to publish updates to their platform, so getting bug fixes out was a massive cost to an indie studio.
In any case... I can see Apple continuing Apple Arcade (funding ports / limited time exclusives) as part of the same strategy behind Apple TV original content; it's part of the product halo that makes their Apple One subscription service a good value for families.