That reminds me in a way of this article: http://www.nytimes.com/2007/09/28/opinion/28radosh.html
"Like cinema, games will need to embrace the dynamics of failure, tragedy, comedy and romance. They will need to stop pandering to the player’s desire for mastery in favor of enhancing the player’s emotional and intellectual life."
It's true, games often cater to this expectation of gradual, linear improvement without major setbacks. One thing that is nice about the Sims is that it allows for a longer developing series of ups and downs. It's kind of like feature movies (linear games) vs the more recent TV series in that regard.