That is how the industry has survived the 1983 crash due to race to bottom quality.
That's nonsense. Tell them that doing double work is a good thing (especially for the limited budget). No sane developer likes walled gardens and lock-in because it always translates in complications (not caused by real technical reasons), and doing the same work multiple times to address stupidity of vendors who push said lock-in.
> That is how the industry has survived
Saying that industry survives on lock-in is like saying that technology survives on the lack of progress. I.e. it's a completely backwards thinking.
It is how many in the industry make a living, by doing consulting as experts in porting games between platforms.
Arguing about the beauty of FOSS and OpenGL, and the dismay of them being ignored by professional game developers, only reveals lack of knowledge how the industry works.
Once upon a time I learned the hard way that being too focused on that, made me lose the picture how the inner workings of the industry are. Back when I still cared about game development and had the privilege to visit a few well known studios. One of them apparently owns a black console that is selling quite well.
Professional game developers don't care about FOSS, 3D standards or whatever.
The only thing that matters is getting their vision of game out in the hands of their fans, regardless of what the systems their fans might have available.
There are plenty of companies selling middleware and consulting services for porting activities.
Gate keepers help prevent a flood of low quality games and copy cats like the one that caused the 1983 crash.
Industry makes a living on technology progress. If someone makes a living on pushing lock-in (MS), they are doing a disservice to the whole industry. It has nothing to do with FOSS - it's about progress in general (lock-in is the opposite of it).
You didn't disprove what I said above. Duplication of work costs more money, and no one likes to waste money, especially when reasons for that duplication aren't even technical, but are caused by crooked vendors who force that extra expense on others with lock-in.
> Professional game developers don't care
They care about their budgets. Your idea that duplication of work is welcomed is complete nonsense.