Strijkbout: Doing things outside of your comfortzone can be precise what makes these games appealing to a lot of people.
Then why does the game make these things so _comfortable_ and convenient?
I absolutely agree that confrontation with disturbing things is a powerful and useful tool in storytelling. One of the greatest powers of art is its ability to broaden the recipient's horizon, to challenge the recipient into thinking about concepts outside of his "comfort zone", as you label it.
However, GTA does not do this. It doesn't challenge you in any way, it just glorifies a very simple and childish concept of an all-powerful gangster. The game clearly wants to provide its players with the ability to play as such a silly character without having to think about it. If it wanted to disturb, to challenge, then it would just have to switch to the perspective of the victim once in a while. But it never does that, because that _would_ disturb the omnipotence fantasies of its main target group.
Again, this game:
- forces you to do atrocious things
- never shows you the perspective of the victim
- teaches you that all these things can be done without repercussions
- doesn't give you a choice and doesn't offer alternative solutions even if they would be obvious
This is not a game that challenges players to leave their comfort zone and think about it. It's a game that provides players an opportunity to feel omnipotent, invulnerable, and untouchable even when committing atrocities.