The Quite Year is a good choice I think. It does have a removed/analytical/bird’s eye view aspect to it, that I also associate with some other games like Universalis. This is chiefly because you don’t directly represent single individuals, though as part of the emergent play you do start to identify with factions - the contempt token mechanic in The Quiet Year seems to encourage this (technically it’s about the player but it seems to harmonize to the factions players create and speak for in discussions in my experience).
I recorded a video showing off the new version of the game here: https://youtu.be/BYGAow7EJPs
For your first play of The Quiet Year, you may want to shorten the deck, discard a few cards of each suit (but keep the King of Summer and King of Winter.) I played online recently, and the game is certainly slower online.
If your group is a fan of Metal, then Umlaut: The Game of Metal, may be of interest. It’s got a pretty laid back style and has each player control a band, the game session ends in a “battle of the bands.”
For things that are a little more direct and “personal”:
Folks missing sharing music with friends on roadtrips could really enjoy Ribbon Drive. This does require each player to create a “playlist” of songs before the game. This one is maybe a little harder to grapple for a first game.
Posthuman Pathways is good for three players. You rotate roles in each scene, and explore some technological change that has altered what it means to be human. Functionally you are playing out a series of questions with scenes between two participants. It reminds me a little of A Penny for Your Thoughts.
Posthuman Pathways is 5 one-page pamphlets, 3 of which you pass around as you change roles.
Palanquin is about a Princess escaping from bloody usurpers. The game is really about the journey to safety, and the type of challenges faced are based on which companions are selected. (Don’t want “fighting” to be part of the narrative, then don’t pick the Veteran as a companion.) The player who plays the princess, is the facilitator who should know the rules best.
Interestingly, Palanquin suggest For The Queen as a follow-up game set decades in the future.