My girlfriend has studied in interior design and she said that many design model were taken directly in nature. For example, she once said that a green shirt could match brown pants because this color match exist in nature: it's a tree. The spiral on a snail shell spiral is more beautiful than others spirals.
So I was wondering if we could get model in nature and history for game design. I think the answer is yes. You probably heard me saying once that many games, especially euro ones, has counter immersive mechanics. Which makes the theme pasted over the game and gives you no feeling at all.
I played Phenicia lately and in this game the "theme" is that you manage a civilization. But in this game, you acquire technology/buildings by auction.
Now tell me, when did it happen in history that a civilization acquire technology by auction? It Never happened.
You could have technology race, like players compete to invest more ressource to develop a technology before the other does, but an auction, even if similar, does not represent well a technology race.
So here the auction machanic is counter immersive, because in real life you do not auction technology. By thinking about it, there is very few situation in real life that use auctions. Still auction is over-used in euro games.
So in pheonicia, you do not really feel like you are managing a civilization and this could possibly because of the auction. It's probably for that reason why I do not like games with auction, it's because it's always used in unnatural situations.
Another example that I always use, in starcraft, the placement of actions order in reverse order is again counter-immersive because it never happens in real life that you plan what you are going to do in reverse order. It does not mean that the mechanics is bad, this mechanic would have been awesome in a time travel game but not in starcraft.
So the general idea is that if you use real life situation information to design mechanics you will use mechanics that fits better with the theme and it would increase the level of immersion of the game.
If for example, you have the idea of having an auction for selecting weapons to kill zombies, I don't mind that you could use this idea. In fact we must still allow designer to use their creativity.
But at least give a very good reason why it would happen. For example, you could be in somekind of TV show where you auction a weapon and then get thrown in a maze full of zombies. That could make sense (try evaluate how bad is the level)
But if you are a few survivor lost in a city full of zombies, there are actually no reason to have an auction.