I think it's silly to not think of Windows as the default "easier to support" option, because that's what it is.
"But X, —"
- iPhone/iOS's disabling of 32-bit app support
- MacOS/iOS's upkeep fees for "developer accounts"/app store access
- Android updates frequently break old apps or they get removed from the store (and more upkeep fees)
- Many Linux distributions, all with their own packaging/support nonsense
- Flatpak/Snap/Docker/whatever the "distribution is hard man I just want shit to run" solution du jour is helps this but you can kind of see the problem already with there being more and more variations
- Windows, by nature of its already immense install base, also has pretty good tools on other systems to run things; VMs, dual booting, etc. If you have a Windows game, there's a pretty good chance you can figure out how to get it running on MacOS or Linux. You have a MacOS game and want to play it on Windows? Good luck, pal.
You can still, right now, download the original cave story, for windows, a program with a last modified date of 18 fucking years ago, and it runs fine on modern Windows, with zero effort. I literally dragged it out of a zip archive and clicked it and boom, game. Hell, most older games seem to work pretty great. There's a few that don't, of course, but those are exceptions to the rules.
Windows, for all its flaws and faults, explicitly went out of their way to make compatibility a thing.
Microsoft, as shitty and garbage of a company as they are, did not decide x years ago "You know what? We're going to disable every single 32-bit program released for our device, just because we can, and there's nothing you can do about it."
I dropped support for Mac with my games not just because of audience size and bug report numbers, but because I needed to pay Apple every year for the privilege, as well as own and maintain Mac hardware for testing and building. I support Linux because at least it's free, I can dual boot to test, and also Linux users are generally pretty understanding of needing to do a little tinkering to have a good experience.
But I'm just not going to give Apple any more money to be one of their developers and get treated like shit.
Every once in a while Apple "gets serious" about games and for approximately the length of one WWDC there's a big push to convince people that games on Mac could be a thing. This never pans out and Mac is never actually a big games platform.
However,
We have seen what it looks like when Apple does control a platform for games, and the kinds of decisions they make as stewards of a gaming ecosystem and marketplace. And friends, it is DIRE. iPhone games are pretty much the only meaningful kind of mobile games and because of Apple's particular choices in promotion and so on they've created a world in which everything is "free-to-play" using casino mechanics to keep people hooked and cultivate "whales". And even though the games are cheaply made and free to users there's enormous barriers to entry that are only surmounted by the top studios by spending ridiculous amounts of cash to essentially buy users to keep their place at the top of Apple's big list. And Apple is fine with this as long as they get their cut of every dollar coming through. So I'm very glad that Mac is a tiny sliver of the gaming market, because any sort of dominance would likely kill the kinds of games I want to make and play. I don't trust Apple to make any good decisions about how to grow and nurture games, or any art form, as a medium.

