Most video games you start out in an area, kill a bunch of bad guys, and then move to a different area where you kill more bad guys. What you have, when you’re done, is a bunch of areas with no bad guys and a lot of video game points. Usually the bad guys are willing to fight you to death, regardless of the stakes.
If we have to play violent video games at all, and to be fair, they are just games, but what I’d like to see from these violent video games: is that the reward (points, experience, whatever) should come from achieving some goal regardless of whether or not you actually kill any enemies. The enemies should actually try to stop you from achieving the goal. This puts the player in actual conflict with the antagonist and gives the enemies something to do other than “be farmed by the player.”
The antagonist should have limited resources and pay a price for fighting to the last man. The software developer should design tactics to meaningfully oppose the player in the environment given the goals of each party. The story arc of the game should at least flex based on the player’s ability to achieve goals with minimal losses.
Or, you know, next time I’m having company over I’ll just pretend that the laundry and papers on my floor are actually mages and templars. Could work.