Cater to the game development community. Create utilities that can be integrated into the most popular game creation tools that easily allows devs to export their games compiled for Mac. Have programs that incentivize devs to provide ports to Mac. Work with Microsoft to find a way to get Dx12 on Mac.
That’s a short list, but I’m sure there’s plenty more that could be done. They need developers to be on board and they could remove barriers and pay for content to get things moving. They’re just not doing it.
A couple notes in my time as an engineer:
* Leaders in a space have zero incentive (or more accurately, negative incentive) to help a competitor be more competitive. MS licensing the DirectX API to Apple is not that different from handing a mugger your weapon. Nvidia similarly will not license CUDA to AMD or Apple.
* Subsidizing developers doesn’t really work if they aren’t interested in your platform to begin with. If the interest is there, but they are on the fence, sure. But if they aren’t on the fence, it doesn’t matter unless you outright buy them out. I’ve seen that first hand on a project.
* Subsidizing developers also only makes sense if the developer won’t freak out when the subsidy goes away. You don’t want the developer to feel like the subsidy is what keeps the platform profitable, or it will turn into a shakedown.
Unreal Engine already supports macOS as a platform target, as does Unity. Game developers working with Unity build their stuff using .NET IIRC, and so the engine handles everything for the different platforms on your behalf for the most part (Kerbal Space Program relied on this for Mac support). Larger publishers though use in-house engines and creation tools. EA‘s Frostbite for example. So you get into a problem where you’re basically trying to convince a publisher to port their (legacy) ecosystem to a new platform, and you have to do it on a publisher by publisher basis.
Yes, you have to start somewhere, but I’d argue that it’s already been the case that Apple has done that work a while ago by working with Epic and Unity, deprecating OpenGL in favor of Metal which is faster and easier to port to from DirectX, etc. iOS demonstrates that Apple platforms are viable targets for game development, from a technical perspective. Epic wouldn’t have pulled the stunt they did with Fortnite if there wasn’t so much money on the line. Targeting the Mac would remove barriers compared to iOS and funnel a larger share of revenue to the developer, but even that’s not happening in any big way. There’s more to it than simply Apple’s disinterest. And it’s not like Apple to try a bunch of deals, fail, and then start whinging on about it in public when it falls though (or most companies, really).
One thing I’ve learned working on certain large engineering projects has been: Sometimes, you can do everything in your power, and still fail.