You might have better luck in the Design section rather than the games one.
I've actually often thought about this. Most games go for the same emotional tones of power and awe, so it's not really a good way to categorize games. Here's a few that go for a unique feeling:
Aquaria: Solitude
Paper's Please: (struggling for a good adjective here)
The Swapper: Identity crisis
Bastion: Nostalgia (in-game)
Also, of course, the entire horror genre is defined by emotional stance, not mechanics.
Paper's Please: Hopelessness, awe?
"adventure" is based on feel
"action" also, though i suppose very much based on mechanics
and when you say that something like dark souls feels like "accomplishment" you're talking about mechanics again. not the theme of the game, which would be medieval and adventure.
I was referring to the director saying they intentionally wanted Dark Souls players to feel accomplishment. The mechanics of Dark Souls would be "Action game/swing sword/time rolls".
Perhaps the hard part about classifying by "emotion" is that the player is a direct agent in evoking that emotion. How many people want to actively participate in making themselves sad or angry? Contrast this with a movie where the person is more of a spectator than someone who directly influences what goes on. Pure narrative-based games have been on the up and up in recent years, but I still find myself not particularly interested in even trying them (there are some personal exceptions though, like OneShot.)
Good point!