Nah.
What you’re talking about is most definitely fertile ground for boardgame design. Kind of a merging with RPGs, sort of like how boardgame elements are finding their way into roleplaying.
So…some of that might be politically/ethically motivated, but just in terms of sheer gameplay, yeah, I would loooove to see more designers consciously tackle the inner experience of play.
Some are, for sure. Traitor games do a great job of provoking suspicion; some diplomacy games are better at provoking distrust than others while there’s a whole other school of thought that says there needs to be a little less distrust at the table. Real-time games (Space Alert!) certainly provoke panic and urgency. Fire in the Lake I think does an awesome job of setting up the player to feel different depending on which of the four factions they’re playing — I definitely fucking hate playing the Americans in that game because the mechanisms make me not want to be in Vietnam at all. Archipelago I’ve already mentioned, currently best in class on this front (as of August 2015) but by no means the end of the road.
Lots of creative room left. The audience might not want it, though. But in this day and age there are definitely lots of “audiences.” Maybe there’s a subset of emo nerds who’d totally get off on, say, a factory running game where you have to stave off your own empathy with the communities you’re probably poisoning. Or where you have an internal struggle with the ethics of nations you’re going to conquer where you have family connections. I could spitball all day long.