Thinking about it, the first thing that came to my mind was more abstract: “the home.” In reality, we spend so much time in our homes and there are certainly games that deal with that (The Sims, most obviously), but “the home” as a place is not all that often represented in games.
It exists in many forms, like the Croft’s manor or workshop in the Tomb Raider games, the “home base” for so many shooters and strategy games (e.g. XCOM), even the Odyssey from Super Mario Odyssey, and these places do serve important functions in these games (for example as a refuge, as a safe place, to create a cozy feeling, which is why they are often customizable). However, the visits are always brief and they have this effect mostly because they are contrasted with the harsh world outside of their confines. While all of that is typical for our homes, these are not places that people “actually” live. The real life of these games lies outside of the walls of the base, the ship, the house. We often visit other people’s homes (very typical for horror games), but “our” home is more of a functional place, than one of belonging.
There are games that deal with this, of course, but I think they are not that common. I mentioned The Sims, of course, as the central theme here is building and living in a home. As simulations, however, I would argue that these games do not have a lot of interesting things to say about “the home.” They just perpetuate the common tropes and stereotypes of the Western world (mostly American suburbs, obviously) and while the homes may appear fully custom, there are clear limits to the tool set and especially (unless you use mods) in the choice of furniture, decor, etc. A house built in The Sims is clearly recognizable as such. I still think it’s great that these games deal with this issue, they could just say more interesting things about the home.
Other games that do more with the concept that come to my mind would be This War of Mine (as opposed to other strategy games, the home here is more than just the base of operations, which I think the game manages to pull off because of its theme and by making the home the center of action), Gone Home (here, the home tells a large part of the story, this is an excellent example of what I am looking for), or Animal Crossing (although I would extend the term to encompass the town itself and the people in it for this game, it’s more the “home town” than the single home that is being discussed).
I think games have a hard time dealing with “the home” as a concept because games are so rarely about relationships and our homes are the places of our personal relationships (in the Western world, at least, but I guess in most cultures). So games like Gone Home or Animal Crossing or Life is Strange (I think, haven’t played it yet) that deal with relationships have something to say about different conceptions of “home,” but most games struggle with this. There are more games that deal with this, of course, but I would love to see more. I think that also has to do with the kind of game I would like to see more often, but how could you separate that, anyway?