In principle, yes. But in practice we don't see this anymore. Big budget exclusive games can do things that would make a big budget multiplatform game less commercially viable and marketable in the perception of the risk-averse third party publishers funding the project. That's an increasingly frustrating fact of the modern game industry. And it's becoming even worse.
Except I can't think of a single big budget exclusive that can even come close to matching the things done in a big budget multiplatform. A game like RDR or GTA V completely dwarfs and eclipses what any exclusive tries to do nowadays. Batman and Saints Row aren't far behind. Even Sleeping Dogs is far more ambitious than any exclusive out there.
The only place a big budget exclusive might have a very very very small edge is in graphics. But often that has more to do with the limited scope of the game (30 fps, corridor shooter, limited interactivity, etc.).
And perhaps in storytelling "experiences." But then you get into highly subjective areas where there is no right or wrong. As if the whole thing above weren't subjective to some degree anyway.
Small budget indie titles is where exclusives have a chance to really shine due to their ability to really push the boundaries of what comprises a game. Something no big budget AAA title will ever do. And those frankly are the dominated by PC titles, although they also exist on consoles. Hell, it even appears that with the growing indie scene in Japan, there may now be more indie exclusive titles developed or in development for PC than all exclusives (indie and big budget) for consoles in Japan. Although since many of those titles are actually developed for use in arcade multi-game machines in Japan, it could be considered multiplatform (although it's just a PC in those arcade machines).
Speaking of which...
How many of the glut of indie titles on PC are actually worth it to most folk though? And that $3000 was for a disc release - downloads don't need age certification. The cost to get a quality title on consoles is still higher than to get it on PC, but you also get a curated experience on console which means the smaller titles meet a minimum quality bar. That's something that works both for and against console gamers (less choice, less dross).
It depends just because the budget is small doesn't mean the appeal is necessarily as small. While titles that sell over a million copies like Torchlight II or Minecraft (multiple millions and a miniscule budget) are a small percentage of all indie titles it isn't rare for an indie title to sell hundreds of thousands or millions of copies.
A more interesting question would be how many total indie titles are sold on PC compared to total console titles. The beauty of the indie scene on PC is that since there is little cost to distribution and publishing (just whatever portion of sales goes to Steam, GOG, Desura, etc.) they can sell to very niche audiences and still potentially make a profit. This then opens up games to people who aren't interested in the games with traditional mass market appeal on consoles.
There's no way to quantify that obviously, but I'm pretty sure indie games on PC likely dwarf any other platform except for smartphones. I mean at one point Bejeweled and games like it were selling in the 10's of millions.
And tying all that in to the whole exclusive vs. multiplatform. With both consoles increasingly opening up to allowing indie distribution, even those are moving more and more to be multiplatform. Meaning that even indie games may not be dominated by platform exclusivity in the future. Although the somewhat curated and walled garden nature of consoles means that consoles will never have as many indie titles as an open platform like PC (which is both good and bad).
Regards,
SB