I just hoped it would help understanding each other to see that challenge is not the only one goal in gaming for people.
I think this is a weird statement. Don't take this as a personal attack, just my observation, but...
What do videogames offer that books, movies and music do not? Interaction (gameplay)! If the gameplay isn't fun, why bother? Early games were challenging. People liked being challenged. Challenge = fun (then). Games that weren't challenging were seen as failures. Being boring was a cardinal sin.
If an unchallenging game is fun to you, consider Visual Novels, or go for a medium that dispenses with user input entirely (movies/books/music).
I want to respond to the highlighted part first. I don't like to be challenged. I like to have it easy.
There seems to be a misunderstanding here, it seems you assume that I'm stuck with roguelikes and that I'm complaining. I'm neither. It very long (>15 years) that I regularly played roguelikes, and I'm pretty sure I would enjoy a visual novel.
I just wanted to point out that challenge isn't the only thing that people are interested in - but the term "challenge" has been interpreted in a much wider sense in this thread than I had in mind initally. More or less that everything can be a challenge. Well it can, but then the term "challenge" becomes a bit useless for discussion .
So, if we talk entertainment in games that is not challenging (in challenge = threat to the PC's life):
- building, construction: Be it building an equipment set, a monster trap, traffic routes, gardens or social connections. There are many ways "building" and "construction" can be employed in games and they are quite entertaining to some people. One can argue this is also a challenge, even if it is, it's a very differnt sort of challenge than what people mean when they call a roguelike game "challenging".
- exploration, gaining knowledge: It can be difficult, and difficult seems to mean "challenging" to some people. I didn't have this connotation in mind, but again, it's challenging in a different sense than in roguelike games.
Maybe we need to distinguish "violent challenge" like in roguelikes, where the players character is challenged for its life, to "challenging" as in "difficult task, but failure has no harmful consequences to the game".
I had the second sort in mind, which can be used to build entertaining or interesting games, too. Well, as I wrote in the initial posting, not to interesting to all people but to some. And I think it's important to understand that there are people who do not think that the lethal challenge of a roguelike to the PC is fun.
Maybe to put this in the right perspective: I have been playing roguelikes fairly extensively somewhen between 1995 and 1998. Later my interest in playing shrunk, but I stayed around to see what happens in the genre, sometimes I dabbled in game making or game modding. So if you send me to visual novels, I feel a bit surprised, because that came out of nowhere, but I assume it could be something of interest for me. These days I'm neither much of a developer nor a player in the roguelike field.
 There is a culture growing that wants to relable every problem as a challenge, but that is just trying to hide the nature of the thing behind a word with a more positive attitude. At least in industry this happens.
I'm not a native English speaker, so it's dififcult for me to choose the right words with the exact meaning. I hope I still could explain my point.