The thing is miss is immersion and progression. It feels like you get a 1000hp lambo five hours into the game, and the gameplay is just driving around a track interrupted by navigating clunky menus.
Some of my favorite indie games are “art of rally” and “revhead”, the former having great driving but no progression and the latter having great progression and customisation, just very mediocre driving.
Gran Turismo is Playstation exclusive and has only released two games the last decade. Quite sad since I have heard a lot of great things about it.
Haven’t played the crew, but it seems to follow the same “drive a supercar around a track” that Forza has.
Not saying there are no racing games, but there is a lack of variety besides the four flavors of: Microsoft racing game, EA racing game, Ubisoft racing game or Codemasters (Recently acquired by ea) racing game. Compare this to the huge variety in strategy games or shooters.
The only thing keeping racing games relevant for me are the amazing indie games, but the lack of content hinders them more than other genres imo.
I think it’s an inherent problem with team scale. You can generally work faster when you know everyone that will use your code and you know exactly where and how it will be used. However if three thousand people will work with your code it has to be a lot more generic and water-tight. Adding more people to the team means that the rest of the team will work slower. You can’t add more people to the orchestra and have it played faster.