Now that Esports and online activities are getting more and more widely accepted, I've been wondering about this topic for a while. The traditional approach to racing games was to licence a single series and recreate a few full seasons of it. The last successful example of that is Assetto Corsa Competizione, which is the official virtual platform of the various series owned by SRO. But nowadays, when companies are fully aware of the virtual/online world, these deals can be also quite restrictive on the other hand (just to mention a concrete example, RaceRoom's exclusive WTCR deal with EuroSport also prevents the developers to recreate any other TCR series from different organizers). This is why it has become a common approach to leave out the organizers and either use unlicenced cars, or make deals directly with the car manufacturers and create generic classes based on real-life categories and championships.
So my question is: why not combine the two different approaches? Let's say I want to create a Virtual Class 1 World Championship based on the FIA ruleset, but I don't want it to be just the current Super GT cars. So what if I'd try to convince the German manufacturers to return to the category, but only in the virtual world? They would have total freedom if they wanted: they could pick the liveries, sponsors and even the drivers if they want, just like in real life, they could even pick a different production model as the base of silhouette and it would cost them basically nothing compared to an actual racing programme. And just because these cars would have no matching real counterpart, it doesn't mean that the virtual driving experience itself would be less realistic.
I'm just curious what others think about this, according to the content manager of Kunos, most of the manufacturers would be still simply too conservative for something like this and he obviously has first-hand experience dealing with them.