I guess so. I can't offer up any real counter-arguments to this, since I don't really disagree with anything you just said. At the same time, I have experienced serenity (designed and unintentional) in games*, that I left both games not feeling much good. Decidedly unimpressed in the case of Everything, and unsatisfied consternation in the case of The Mountain. I guess, though, if you need a good case of designed serenity, this is a good example for the beginning designer to work off of.
Open a can of worms you did. Life Is Strange is absolute edgy cancer. Not the Suicide Squad Edgy that we're used to dealing with and cringing at, but the variety that's just subtle enough to leave a bad taste behind every scene. It has absolutely nothing to do with SJWs. Hell. the time I actually played the game was during a cringeworthy era where I harbored several quasi-SJW beliefs based on buzzwords and not evidence or experience. I really wanted this game to be great. I went in wanting to love fucking everything, and for it to be that one game that brought the female protagonists to the forefront or whatever was my yen back then. But that didn't really happen, and it only got worse as the game went on.
I could have given less of a shit about her powers, nonsensical as her actions (And their results) are, time travel doesn't make any sense in the first place, so how she got them, why she has to make a choice, and how her actions and alternate timelines aren't confuckling themselves shouldn't be as much of a problem if the story is good... But it really, really isn't. It's a fairly obvious Scooby Doo gimmick where the red herring is a red herring because he's a dick, and the guy whodunnit is the guy whodunnit because he was there all the time, and every character is an obnoxious cunt, and every sound in the soundtrack is hipstery garbage. It sure had pretty colors, and the graphics were nice for the time, but it got to the point where I felt like my ears had been raped by every word and song.
Chloe, most of all. God damn Chloe. I've had my fair share of characters in Video Games that I didn't like. I've hated characters that I was supposed to like before. Characters that were designed for me to hate, like SHODAN and Tom Nook, and characters that weren't really designed with opinions in mind, like the Civilian in Team Fortress Classic, or the Bean Salesman in Ocarina of Time. Never, (Outside of, maybe everyone in Fable) have I hated a character I was genuinely supposed to like. Chloe in this game is an absolute obnoxious shit with no redeeming qualities, and by the time I slogged to the end of this boring shitfest, for a few good seconds I didn't understand why the music was sad when you let her die. I also didn't understand why Euthanising Wheelchair Chloe was even an option. She got to be a genuinely good person for once, as opposed to, y'know, constantly upsetting trailer trash. Oh, but it's SAAAAD because now she can't be the wild rockstar tiger she used to be! She's a sad zoo tiger now! Oh fuck off, she was a fucking dick and this was her redemption, the only reason I put her down was because I figured the game would let me go full Terminator and travel through time killing off all extant versions of Chloe just as long as it got to play sad music and pretend it was a great loss. Wishful thinking, of course, but when you're sitting for hours through the world's most pretentious cutscene, wishful thinking is all you fucking have. Never have I wished more for a "Let the character die" option to be replaced by "Just fucking murder her", even if it broke what little characterization brown-bob-hair had.
I honestly vastly preferred Remember Me. And that may be me misremembering it, but fucking hell, at least I could misremember it. Plot holes and vagueness can be ignored when your epic visuals and passable gameplay surround everything. Was it an exceedingly good game? Not at all. But I'd rather have seen that same money and attention get thrown into a reworking of RM than a ride of Telltale's "'Adventure Game' means that everything's puzzles and quicktime, right?" coattails.
(I'll hand it to Telltale, what they had going with Borderlands and Batman was good, but just about everything else overstayed its welcome like a front-lawn squatter that yells racial slurs while masturbating.)
*Walking the walls of any castle you own in Mount and Blade is a big one. Knowing that this is your perfect lair and sanctum is one thing, but the fact that time doesn't pass here, and despite all the complex political shenanigans and actual mortal danger you throw yourself into, you'll never have to leave this beautiful place, never stop pretending you're having a party or looking out over your little town, that really takes the edge off an otherwise high-octane, man-chopping game in ways I can't quite describe.
There's also sailing your boat anywhere in Wind Waker. It takes just long enough that you just start to take in all the shapes and the colors around you. Despite the fact that it throws threats at you to keep the wait from overstaying its welcome, it feels perfectly peaceful and beautiful between encounters.
It's amazing enough that you can really tell a developer knows what they're doing when they take it away. If you would've told me as a 7/8 year old that I'd be genuinely scared of a blowfish helicopter, I would've laughed in your face. But have something spiny and unknown charge at me like a torpedo in the middle of a little meditative experience and stare at me to the tune of random fucking theramin music, and I'd have to pause the game and take a break for a few minutes.
I know that's not proving my point in any way at all, but it does create a very peaceful atmosphere, to the point where sometimes I just took the sail off and slowly coasted, or even just sat still in open ocean playing around with the grappling hook and the telescope, just to continue the experience and watch the sky and stars change. That was one of the most serene experiences I've had in a game.
Hell, driving like a normal person in any GTA clone. Especially when you've got a fancy car, and especially around the obligatory coastal regions. That's serenity. Also driving any vehicle in Zerahypt. Zerahypt itself is a serene experience if you don't run around steppimg on people's toes.