Similarly, there was no state-of-the-art coding in this game:
* http://www.thewayoftheninja.org/n.html
They had plenty of technical challenges pushing the performance of ActionScript in browsers at the time in order to keep the game moving smoothly.
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.
Also, don't forget to hire a sweatshop full of eager kids fresh out of high school or junior college and make them work 60-80 (or more) hour weeks for peanuts to hit those Christmas deadlines. They probably know more about the ins and outs of the third-party middleware you licensed than you do, since it's literally all they do, morning, noon, and night. Granted, this bit may be difficult on a $85,000 budget -- if you plan on hiring developers from the first world, that is. You could probably hire a team twenty strong from China or the Ukraine for less than half that money and keep them busy for a year. After which you'll have a beta with a few bugs, some of them showstoppers, but still good enough to ship as the final game while you ready a day-one patch.
I mean if we're going to regurgitate "industry best practice" into this thread, why not go whole hog?