I\'m trying to build a very light re-usable framework for my games, rather than starting from scratch each time I start a game. I have a component driven architecture - e.g. Ent
depends on your audience, game devs, myself included aren't very used to the MVC model, although most know it, it's not as easy to keep it clean cut, because of development casualties (not any serious technical reasons). So from experience, I've seen dozens of game frameworks start as MVC, but only a pair were able to maintain it until the end. My theory is MVC adds too much complexity and little benefits for small throwaway games (with normally a few devs), and it's to hard to keep really cleanly separate most game objects into these layers for large/complex games. And since games have a release date, they many times sacrifice code clarity and reusability for performance and quick adhoc solutions (that will get rewritten if necessarry in the sequel (if there is one)).
However, with the caveat above, it's better to aim high, because if you succeed it's better :) and if you fail, well to bad. So you should probably try the MVC, but don't worry if it fails, profesional game devs have all failed at the task many times :)