Games are always going to have some kind of combat, because a story without tension has no resolve, and the most effective way to have tension is to have life-or-death conflict, and the best way to have life-or-death conflict resolve itself is to have fights. Gunfights, swordfights, fistfights. Also it's probably the only real life-or-death situation that could work itself into flowing and visceral game design.
Then again there is, say, Civilization-esque games, but you don't see them getting away with having no conflict to be resolved. Even the most basic of children's games have some kind of bad guy, that more often than not gets beaten up to some degree.
Edit: I'm not implying every game needs conflict and resolve, or that every game needs violence. Some truly astonishing games have created tension internally, or created the illusion of tension, without using violence at all - and some games don't even have tension at all, just a chilly little playground with no consequences. But the first ten games that enter your head will have some kind of tension, be it a puzzle or a goal, and a resolve - and many of them will up the stakes by having player death be a side-effect of failure; and thus, many will have you be able to overcome that death by fighting whatever or whoever is causing that death. Something will do something resembling dying.
Then again there is, say, Civilization-esque games, but you don't see them getting away with having no conflict to be resolved. Even the most basic of children's games have some kind of bad guy, that more often than not gets beaten up to some degree.
Edit: I'm not implying every game needs conflict and resolve, or that every game needs violence. Some truly astonishing games have created tension internally, or created the illusion of tension, without using violence at all - and some games don't even have tension at all, just a chilly little playground with no consequences. But the first ten games that enter your head will have some kind of tension, be it a puzzle or a goal, and a resolve - and many of them will up the stakes by having player death be a side-effect of failure; and thus, many will have you be able to overcome that death by fighting whatever or whoever is causing that death. Something will do something resembling dying.