Well, you aren’t wrong. Particularly on Steam. You’d probably find more on itch.io, or alt games sites.
But for funsies I’ll take a peak at my Steam library…
One sec, gotta count some letters here…
AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the Awesome is just about being awesome.
Antichamber is about challenging assumptions, which could kinda go either way.
Don’t Starve is about sustainable living.
Gone Home is about empathy, and understanding others by how they tell their own stories, and what they leave behind.
Mount your friends, while played competitively, is about working together to reach a goal none of you could reach alone.
Viscera Cleanup Detail, while full of gore, is about picking up the pieces and restoring normalcy after traumatic events.
Getting Over it with Bennett Foddy is about overcoming obstacles and not giving up.
As a percentage of total games? Yes, abysmal.
I think a lot of that just stems from the medium. Paintings can just be beautiful. Your interaction with them is limited to looking. Appreciate beauty. Games are different though. They ask you to, and in return, you expect to be asked, to do something. Solve something. Fix something. Explore something, be it a place or an idea.
Games are interactive fiction. Or media. I don’t think I own a non-fiction game, but I’ll remain broad. You’d be fairly hard pressed to find fiction without conflict. You already included the example of Dream Daddy, which is in rarified company. These are uncommon because interest, intrigue, development, exploration of ideas, challenging ideas, etc. all almost require conflict of some kind. As you said, “there’s trankly not a lot to latch onto in terms of occupying my mind.”
It can be internal conflict, external. It can be violent, or diplomatic, or challenging an idea that the author wishes to challenge, which means it’ll be painted in a bad light, or just be a very problematic idea painted in a fair light.
In games, fairly early, the verbs we used were cursor related for the most part. Point and click on something, or later, turn the screen until something is in the middle, then click. (Look at or point at the problem to fix it.) We found violence quickly because it’s the easiest and simplest answer. When you start with computers incapable of much in terms of complex sound, with low resolutions, simple interactions took hold.
“What’s the problem for our space-ship?” “Asteroids.” “How do you solve that problem?” “Blow them up.”
“What’s the problem for our plumber?” “I need to get to the flag at the end.” “What’s the problem?” “An obstacle course, and I guess the flag is a princess?” “How do you solve that problem?” “Jump over or onto obstacles.”
It’s just… pretty simple goal setting, the addition of complication, leading, often, to violence being made very normal. Then the next generation comes around, iterated on those ideas. To give credit where it’s due though, Tetris is the best selling game of all time, and Candy Crush, it’s great, great, great, etc. etc. iterative grandchild is/was/will probably remain the biggest mobile game.