It's difficult to do that in today's industry. Racers tend to struggle to be unique and compete and sales aren't that much to begin with. I think part of why FM had such a long hiatus was due to FH5. It's now back not as FM8 but FM. It will be their live service track racing game. PGR along with that while awesome would have been a hard pitch.
If "...Racers tend to struggle to be unique...", which they do, and if MSR/PGR offered real-world environments at a level unseen in other series (such that players could instantly recognize, claim to reside there or have actually "stood at that spot"), then I might claim the Gotham series still had a distinct place among the other titles.
I've visited Japan and walked through the Yokohama Bay area. The Yokohama rendered in PGR2 is painfully accurate for a racing game developed in 2003.
I've visited Tsukuba Circuit in Ibaraki and Mobility Resort Motegi (better known as Twin Ring Motegi). Both circuits have been rendered to near perfection in iterations of FM and GT.
And, as a Canadian, I've frequented Quebec City. PGR4 presented QC exceedingly well, minus the potholes.
Who among us remembers the bridges and skylines in PGR4's NYC, or the confined network of roads and tunnels in PGR2's Chicago?
The most recent versions of FH have provided key geographic features of their real-world counterparts, but many liberties were taken to emphasize playability.
What made MSR and PGR unique was the adherence to the concept. The circuit layouts were constrained to the streets found in the real cities.
The cities were the "celebrities" of the series.
At this point, what differentiates FM from GT? The debates are largely regarding technical features: framerates, shaders, lighting, ray tracing "on-track"
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.
Content for each series has reached, or is fast approaching, parity. Yes, there are bespoke tracks and cars that only feature in one series or the other.
But ultimately, what makes an FM more or less unique than a GT, beyond exclusivity to a platform?
What differentiates FH from Atari's Test Drive: Unlimited?
Burnout Paradise? Driver? Midnight Club?
For my money, MSR/PGR was unique in that Bizarre Creations had a concept that worked.
Not by offering cutting-edge simulation. Not by offering massive driving environments with Assassin's Creed levels of fetch quests.
But by offering accessible, fast-paced motoring through accurately rendered urban centres.
The way (m)any of us have dreamed of doing, but can't without surrendering our driving privileges.
The series simply scratched an itch that other games didn't.
Having played FH, FH2 and FH3, I still return to my copies of PGR2 and PGR4 for that driving pleasure I can't get elsewhere.
That Greenwalt et al chose not to back PGR isn't evidence it couldn't work or be profitable.
Could the concept and series have survived longer than it did? I believe so.