I'm constantly looking at the world in game design terms, but this can lead to lots of excitable trips down dead end paths. Oftentimes, I find:
1. Modeling an interesting real-world decision process in a game does not necessarily result in an interesting game mechanic.
2. Introducing an interesting real-world effect as a rule does not necessarily make for an interesting rule, let alone interesting gameplay.
There's getting inspired, and there's getting distracted. Telling them apart is difficult.