Is it the ecosystem? the hardware? The user base?
I dunno. Yes? Maybe? All of the above? You're asking the question that has been churned over and over again in this thread, and also in our long-running
Apple And Gaming thread in the MacAch (82 pages and counting).
I think we can agree, the hardware isn't the barrier it once was. While no one (no one with their head on straight, that is) is claiming your average iPhone or Mac is 4090 or even 4060-level performant, at least there's now a powerful graphics and CPU baseline across all modern Apple devices for developers to leverage. Add to it Apple's recent focus on improving porting tools and Metal APIs, and there's the foundation of devices that are
capable of playing modern games with reasonable graphics fidelity without stress. That's a huge improvement over where things were even 5 years ago, and credit where credit is due.
Livewise, the ecosystem offers some interesting opportunities for developers and users alike: Simultaneous development targeting a wide range of platforms, from iPhone to iPad to Mac to AppleTV, is possible, with (for better or worse) an App Store mono-culture that makes marketing and distribution simple and easy to monetize. Apple doesn't always make the practical realities of this easy, but the opportunity is there in a way that it's not elsewhere.
So, is it the users? In part, perhaps. Casual gamers, which Apple owns in droves, are not likely to be motivated to try an immersive, challenging game in the first place, especially one that requires (and deserves) a much higher upfront cost (set aside the irony of how Apple profits handsomely from extracting money through the FTP/loot box mechanics that dominate casual gaming). And gaming enthusiasts like myself aren't going to wait for some thin trickle of AAA games to show up on our primary platform.
As I said early on in this thread,
it's about the games. I'll adjust my platforms as necessary in order to experience the games I want to play. The platform doesn't matter to me. As the type of user who doesn't blink at paying $60 or $70 for a game on day one if it's a game I really want to play, in addition to maintaining a (relatively) expensive Game Pass subscription, any publisher only targeting Apple devices years after a game has debuted elsewhere has
zero chance of capturing my interest. Zero. Because I've already either played the game elsewhere, or decided I'm not interested in the first place.
So I'd like to suggest a 4th reason: The article you quote from AppleInsider is based on an article on
MobileGamer.biz, which hints at the problem in its final graf:
“Overall, the story with AAA titles coming to Apple devices makes more sense from a marketing perspective,” adds Appmagic’s Zubov. “The news about another project coming to mobile will get guaranteed publicity and perhaps will motivate a small number of people to buy the Pro version of the phone.”
It's
cultural. Because this latest attempt to lure gamers and game development to Apple platforms smacks of the same backhanded effort that has always plagued Apple's moves in this space: It comes across as a marketing conceit designed to make expensive devices appear more desirable rather than a genuine interest in fostering a community of gamers
on their terms. By comparison, Microsoft has succeeded in bringing and keeping games on its platforms, despite other ham-fisted consumer space failures, because they meet gamers where they are and deliver experiences that gamers want to have on the timeline and with the diversity of choice that gamers expect.
Apple is absolutely capable of this sort of thinking. It is their exacting attention to meeting the needs of creatives that has made me, as an artist and graphic designer, an Apple loyalist for 25+ years. But you can't fake it, any more so than Microsoft producing one model of Surface Studio (as cool as it was, in presentation) would make me switch platforms. There's just no understanding of my community as an artist within Microsoft, just as there's no understanding of my community as a gamer within Apple. Failure is predestined.