Most of the "real" updates to minecraft are in regards to enemies, item recipes, "biomes" (which presumably don't change the generation logic much, just the spawn rates), etc.
Roguelikes I imagine are also in the same vein; it's all just fiddling with the numbers, for balance and "fun"
Simulation focused games on the hand are probably a better candidate for "purely programming" programs, but even then, the complex stuff is probably in the vein of emergent behavior; something you don't at all strive for in normal programming. And they still presumably make a large chunk of their decisions based on "fun" instead of reality. The harder you strive for reality, the less a game it becomes... Maybe Grand Strategies then; they pretend to simulate a pre-generated complex environment, but avoid emergent behavior for the most part.
Really the only thing I could safely call a "pure programming" problem is a tech demo that happens to be a video game, ie Carmack's stuff. But even then...
I think it might just boil down to that very few video games are both good, and disinterested in player enjoyment. The key distinguishing feature of video games as a media is human interaction; it's difficult to imagine a good game where this is not the predominant motivator. Even Dwarf Fortress keeps it in mind pretty strongly.