I said in many games in early days supports only Glide (or to a much less extent, some other proprietary API), not most Glide supporting games are exclusives. As I said, in the early days there weren't too much alternatives, and most games chose the best one, which was Glide, to support. The situation only got better (but it's actually quite gradually) around the time of Direct3D 5 and better OpenGL support. We had the prevalence of OpenGL support in gaming cards thanks to id software's insistence to not use proprietary APIs, therefore we had the "GlideGL" wrapper. This allowed Quake to run on RIVA 128 which had reasonably good OpenGL implementation and thus a fighting chance before Direct3D got matured enough.