Certain kinds of networked games are built as a model, deterministically updated by clock ticks and commands from the server, and a view layer on top of that. And even model-level objects often monitor each other for changes. Seems like a perfect fit.
Game objects often have graph-like (not tree-like) dependencies though. E.g. two characters may want to move towards each other, creating a pointer cycle. Ideally I'd want one to be "magically" updated if the other disappears or changes state. I wonder if Skip has a good answer there, or if a good language-level answer is even theoretically possible.