>>723594907 (OP)
one element is the lack of an immediate threat or hustle. You CAN have looming threats, or you CAN have a little workflow, but the haste leads to a virtual anxiety, even if not felt by the player but narrativley.
For example, Deadly Premonition tries to be comfy with the townsfolk and their routine lives, but the narrative of creepy things happening and dialog like "don't keep me waiting" does not make one feel relaxed enough to meander around if they're immersing themselves enough.