Of course, driving a shiny red Ferrari is its own intrinsic reward, and Driveclub introduces you to a variety of slick-looking vehicles and puts them to the test on a generous supply of intricate tracks. There is no under-the-hood tinkering, and thus less sense of ownership than you would feel in a game like Forza. Select your race, select your vehicle, and take to the track, unlocking new vehicles as you progress.
No, in spite of its attempts to drive competition by way of automated and player-issued challenges, Driveclub is a short-term game, one that gets you onto the track with minimal fuss and tests your command of the vehicle whose wheel you grasp. This is racing in its most straightforward and driest form, free of frills, free of celebration, and free of pressing reasons to invest your time in it for the long term. Such an analysis might be terribly reductive, but it's difficult to work up excitement over Driveclub, a simple racing game in which frustration is common and thrills are in short supply. It exists, it's pretty, and you race cars in it.