Games are about agency. They also blur the line between character experience and audience experience. The audience is the main character in a game, and the events of the story impact the audience directly. All that holds immense narrative potential, of course.
In a game, then, the hero’s victory is the same as the players. In a sense, the character’s thoughts and emotions are not left up to speculation. The player doesn’t need someone to tell them how powerful a villain is; they find out themselves when they fight with that villain. The player doesn’t need an explanation as to why their victory is sweet; they already know because they are the one that earned it. But one potential shared experience that is so often neglected in video games is shame. Too often developers are reluctant to put their heroes (and their players) in undignified positions.