Facts & figures to consider considering the barrier to entry for gaming on Macs
- Developer Transition Kit was shipped in Jun 2020
- First Macs with Apple Silicon came out in Nov 2020
- Average selling price of PCs worldwide is $630 with keyboard/mouse/display
- Mac mini starts at $699 without keyboard/mouse/display
- You need to spend $999 on a base Macbook Air with I/O like keyboard/trackpad/display
- M1 Macs makes up about 80% of all Macs sold since Nov 2020
- To get a M1 Pro/Max you'd need to spend at least $1999 & $3,499 respectively
- MBP 14" & 16" M1 Pro/Max make up about 13% of all Macs sold
- 2020's worldwide shipping units of Macs was 22.5 million
- PlayStation 5 disc is $499 & digital is $399 was released within the same week as Macs with M1 has shipped more than 13.4 million units
- Takes about 3-5 years to develop a native & optimized PC game so when a 3rd party dev wants to port a triple A title to macOS then it would ship as late as Jul 2023. By comparison mobile games takes a few months
- If 13% of all Macs are a Pro/Max then that is a conservative 2.925 million of 22.5 million Mac. If 20% of that play triple A games then that's a conservative 0.585 million Pro/Max gamers within 12 months of release.
- If I was a 3rd party dev... I wonder if I'll get a good return from developing a native game optimized for a Pro/Max when the customer base is ~600k by Oct 2022.
Forums like MacRumors makes it appear we are many but in truth... game devs may question the wisdom of aggressively spending for macOS.
Steam Hardware & Software survey would help game devs determine if its worth their time, money and resources on it.
Apple Silicon's a screamer but at the end of the day triple A titles are a business.
Many point to iPhones that shipped worldwide
more than 207 million units & iPads that shipped worldwide
more than 53 million units in a
shrinking tablet market as reasons to develop for the Mac.
I would not be surprised if only 27 million Macs will ship in 2021 even with the worldwide chip/parts shortage