You can't tell the player how to feel; Only good story-telling is going to lead to an actual emotional response from the player. A side-kick though can be written to feel whatever the story needs and if handled competently will help convey the situation to the player.
Related: there is a perception that men should be more stoic with their emotions so it's easier to convey those emotions if the side-kick is a female character. Conversely it's easier to write a male lead for that exact same reason (the less actual character the character has the easier it is for the player to imagine themselves in their position)
And sometimes you don't want your boring male protagonist to bump uglies with the emotional ball of exposition that is your side-kick.
Stereotypes lead to tropes, and tropes lead to stereotypes. What came first, the stereotypes or the tropes?
Related: there is a perception that men should be more stoic with their emotions so it's easier to convey those emotions if the side-kick is a female character. Conversely it's easier to write a male lead for that exact same reason (the less actual character the character has the easier it is for the player to imagine themselves in their position)
And sometimes you don't want your boring male protagonist to bump uglies with the emotional ball of exposition that is your side-kick.
Stereotypes lead to tropes, and tropes lead to stereotypes. What came first, the stereotypes or the tropes?