More to the story.....
Well, what we DO know for a fact is that Half-Life 2 was coded to use Direct-X instead of OpenGL. It wouldn't surprise me if the crux of the problem revolves around that initial design decision on Valve's part.....
(EG. Valve would have to re-write the whole game and add-on episodes to work in OpenGL, in order to run properly in OS X natively. Instead of doing this, they probably complained to Apple that they need to support Direct-X extensions in some manner, inside OS X. Apple's people probably said "Yeah, sure... we'll make a note of that." and went back to Cupertino, laughed at the idea for a few minutes, and ignored them after that.)
Anyone who coded a video game to use Direct-X in Windows knew up-front that they were effectively tying themselves to that platform (and by extension, the Xbox console). That's why some people (like ID Software) used OpenGL instead for the Quake series, and why Direct-X was avoided in all the Blizzard titles too.
I'm not a software developer myself, but I worked closely with a number of them before. As I understand it, Direct-X is a little easier to code for than OpenGL, all things considered. Direct-X extensions give developers a lot of tools to access advanced features of the latest video cards. That's an area where Apple seems much less concerned, since they don't even provide the latest video cards and chipsets as options for any of the machines they sell.
Still, it seems to me that if you proceed with writing a game title using OpenGL for OS X and run into issues, Apple is willing to assist. (I recall seeing several updates made in point releases of OS X that specifically addressed bugs only found in World of Warcraft!)
Well, what we DO know for a fact is that Half-Life 2 was coded to use Direct-X instead of OpenGL. It wouldn't surprise me if the crux of the problem revolves around that initial design decision on Valve's part.....
(EG. Valve would have to re-write the whole game and add-on episodes to work in OpenGL, in order to run properly in OS X natively. Instead of doing this, they probably complained to Apple that they need to support Direct-X extensions in some manner, inside OS X. Apple's people probably said "Yeah, sure... we'll make a note of that." and went back to Cupertino, laughed at the idea for a few minutes, and ignored them after that.)
Anyone who coded a video game to use Direct-X in Windows knew up-front that they were effectively tying themselves to that platform (and by extension, the Xbox console). That's why some people (like ID Software) used OpenGL instead for the Quake series, and why Direct-X was avoided in all the Blizzard titles too.
I'm not a software developer myself, but I worked closely with a number of them before. As I understand it, Direct-X is a little easier to code for than OpenGL, all things considered. Direct-X extensions give developers a lot of tools to access advanced features of the latest video cards. That's an area where Apple seems much less concerned, since they don't even provide the latest video cards and chipsets as options for any of the machines they sell.
Still, it seems to me that if you proceed with writing a game title using OpenGL for OS X and run into issues, Apple is willing to assist. (I recall seeing several updates made in point releases of OS X that specifically addressed bugs only found in World of Warcraft!)
I am actually very curious what those three things were that Newell said that Apple was told. It is hard to say if Apple is or isn't listening if we are never told by the developers what was said.
From our viewpoint it becomes he-said/she-said, with our evidence for anything being the lack of games and nothing more.