But you could also argue that the modern world is creating unfulfilling work. Not only the "bullshit jobs" (see [1]), but also highly repetitive work.
In ancient/prehistoric times, work was more diverse (and perhaps hence more inspiring) for a lot of people, I suppose.
work which is important but not urgent is inspiring. The more complex the society, the more opportunity for such work. Read history: it wasn't that long ago that most of Europe envied those who could afford mud huts.
Gamers, broadly speaking, are a specific subset of the population, with very specific interests, and this self-reinforces to create a culture of making games about killing, sports, driving, etc. It's hard to sell a game without killing, so such games get less funding, which alienates the part of the market who is turned off by killing, and they stop playing games, which makes it harder to fund games that aren't about killing. The history of killing games also means that any game designers who are following in the tradition of games will more likely make a game about killing.
Your claim that this situation is the result of genetic programming is a very old claim. "We are doing barbaric thing X because our ancestors were barbarians" is a very common argument which has never been substantiated by solid research, and probably never will be. Not because it's false, but because it's unfalsifiable.
There is lots of very good, repeatable science showing cultural expectations reinforcing short-sighted thinking.
Put another way: everyone is free to set up their own planet if they don't like this one, and it's undoubtedly possible with infinite knowledge and ability to set up your own planet. But it's not good advice to give someone today for obvious reasons.