The charm in this game comes from not having to worry about a thing, and just being able to cut back and be mischevious.
Most people experience 'emotional labor,' which is the responsibility to 'induce or suppress feelings in order to sustain the outward countenance that produces the proper state of mind in others.' (Hochschild, 1983) i.e. Keeping a smile on even when you don't want to.
Lots of emotional labor leads to emotional exhaustion and burnout. (Basim et al., 2013) Having a game where you can just cut loose and only have to worry about yourself is theraputic, letting go of the strains and stress of being emotionally accountable.
'Emotional labor increases perceptions of job stress, decreases satisfaction, and in increases distress.' (Pugliesi, 1999)
'[Players] were more likely to experience guilt [for in-game immoral behaviour] if they felt similar to their in-game avatars." (Alien, 2016) It would thus make sense that if you wanted to connect an audience to the avatar or protagonist and engage their emotions, there would be a focus on similarity and relateability.
'Almost all media has a mixture of Eudaimonic (serious) and Hedonic (silly) elements, this mixture is important; taking in too much of one can cause an uncomfortable inbalance. Also, people that pursue both H and E have higher degrees of well-being than people who pursue only one or the other.' (Huta, 2016)