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Edit: Sorry, it was here on Steam:
http://steamcommunity.com/app/223750/discussions/0/864977479785356744/#c864977479813881183
Might have been a different thing if the underlying tech was starting development now, but too much would have to be replaced to make that work as it stands now.
Base DCS World is free... the developers work on the paid add-ons.
As already mentioned, the game engine has been developed over a very long time, and making it work on a Mac would be significant work... for a very small user base. It wouldn't be financially viable for them to put in all that work.
Gaming PC is not enough. You need simming PC.
The game being "Free 2 Play" is not relevant.
What is relevant is technical: to make it work on Mac would require complete replacement of HUGE portions of the underlying technology.
The graphics engine uses DirectX. Can be made to work through middleware, but unreliably so (and requiring licensing of 3rd party middleware).
The control engine uses DirectX. Can be made to work through middleware, but unreliably so.
The sound engine uses DirectX. Can be made to... (same as before)
Basic engine tech uses MS VC++. This cannot be replaced through middleware at all. Recoding of basic engine structures is required.
"Putting it on Mac" isn't a case of flipping a compiler switch. It's something you need to have planned from even before the first day engineers starter writing code; it needs to happen right at the beginning of the design phase.
The money comes in where the above listed work needs to be covered by additional sales on Mac platforms. And the Mac platform is not even close to big enough for that. Now, as mentioned, if this was a project that started today, other choices could have been made in the design phase and thus such portability could have been relatively easy to achieve and maintain. But, unfortunately, that is a train that long since left the station.