Games are at a transitional point, one that will go on for a while, from copying film for narrative to using the game as narrative (yes, I realise that games have previously done this, but I mean as a conscious, holistic movement). The problem with this is that, in regards to issues like rape, race, misogyny, etc, game writers/designers have to think a lot more about how their medium is best suited to talking about the issue. If they're stuck in the mindset of copying film, then the dissonance of placing that in the context of a game almost always causes problems. Similarly, even if you're thinking of narrative in terms of a game's inherent rules (as Journey does for instance) then you still have to essentially start with no reference point of how to do that - since you're working in a very new medium. Evoking emotion in a player is, I would argue, much easier in a game than in comparative mediums. It's how you do that, and how you approach that sensitively, that determines whether the designer is successful in trying to engage with one of these 'mature' concepts.
It's absolutely possible, it's just very hard at the moment. No-one who just tries to take something they saw in a film or a book and place it in a game is going to be successful, so the work needed to be successful is entirely new ground. What we're seeing at the moment is the very early experimentation in that. Yeah, people will screw up but that is part of the process. Plenty of great work is being done on the edges of mainstream industry games, a lot of which is more and more being picked up by big sites and really put on display.
(Edit: oh and I think that tapping into much broader, rawer emotions is where mechanics driven narrative should be going. Big strokes of emotion, immediacy, direct placement alongside those feelings, are the current strengths of the medium. See Journey, Day Z, XCOM, Cart Life, Gone Home)
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