My experience is that a lot of this is difficult in gaming due to a combination of needs for:

clarity of intent for mechanical resolution and its tension with many profoundly human moments in life and drama being unclear and contingent

the ability to make statements indirectly, putting forward a position without being on the nose

tension in improvisational moments between doing something interesting and clearly dramatic and something subtle and profound

a general culture of play that values escape via power fantasy, libertarian individualism, and escape from constraints

A geek need for things to be real and defined of themselves, rather than negotiated meaning (which overlaps with and reinforces my first point).

Some freeforms deal with these things through situation and character generation and tight constraints, combined with guided narration and directed character choices. But even then, my experience is that success in getting these moments to pop is largely up to player skill and desire. 

P. S. On phone, can expand on points later, if anyone gives a fuck