Player experience goal: The player will feel shocked and overwhelmed
Serious purpose: to learn about some of the most shocking passages in the Old Testament.
Target audience: open-minded people who want to learn about controversial parts in the Bible.
If what you really want is for open minded people to learn about controversy in the Bible, it would be more appropriate to design the game from God's perspective.
For example, you could start with a single scenario; the flood which destroyed nearly all life on earth. You (the player) are God and the variables are set up; you've got a list of objectives you need to achieve with your humans but you're working at a disadvantage as the humans are stubborn, proud greedy etc; they have a strong resistance to your guidance and lots of other problems. The goal is to figure out some way to make them do what you want, (within the in-built guidelines of the game), before the flood happens. You can't force them to behave the way you want, since that would essentially invalidate any point to the game.
There should be a host of built-in variables for the humans like greed, fear, pride, self-righteousness etc which rise or fall according to circumstances in the game (like discovering new raw materials, formation of governing bodies, herd mentality vs individual expression, or any number of factors) and the player, as God, must learn to deal with those issues.
If the problem variables rise too high, or beyond some threshold, then they get wiped out as a consequence, which means the player, as God, must work to keep those variables low. The player can dish out punishments or rewards with benefits and consequences to each and see how those actions play out within the human ranks. The more the humans refuse to listen to you, the closer they move to destruction of some kind.
The lesson would illustrate just how difficult it can be to wield authority. People often think having power makes a job easy and therefore the more power you have the easier a job should be, but anyone who has ever tried to lead other humans (in any capacity) soon finds that just exercising power in itself isn't enough. If you are too kind the people take advantage of you. If you are too hard, they rebel. They have personal desires which often interfere with what is most rational or practical in any given situation.
This theme could be applied to any of the other scenarios listed. For example, with Elijah and the "youth" who harnessed him; you are God and Elijah is your messenger to the town. It's important that the towns people respect your representative or they'll be less likely to listen to him which will result in you not achieving your goals. In order to accurately recreate the scenario you'll need to do a fair bit of research on the circumstances behind the encounter, if that's what you're really interested in.
If, on the other hand, your goal is simply to shock people, then there's not much point in you asking for details as the less context the better. Context and motivation always has a way of explaining situations in a way that tends to make them less sensational to the imagination and more resistant to emotional bias.