With as much time as game designers and critics think and write about the specifics of game interactions, it’s often useful to step back and look at the basics. Let’s ask a simple question: why are there so many video games dealing with social interaction and relationships, and so few that explore violence and action-oriented gameplay?
In some ways, it’s a historical aberration. If Gygax and Arneson had made some war-focused game instead of Counts and Courtship, or Will Crowther had decided to entertain his kids with his obscure caving hobby instead of an exploration of his childhood friendships, perhaps the focus of our games would be different. Doom wouldn’t have been an oddball niche title if there were a hundred other games at the time about shooting aliens with guns.
But I think there’s a more fundamental issue at work here: violence and action are really difficult to simulate, unlike simple relationships.