MVC Game Design with objects
One aspect that I'll just quickly make explicit is that when your model changes, it can't call the view to say "render this change" - because the model shouldn't know about the view(s).
Instead the model raises an event to say it has changed, and the view re-renders as necessary on receiving these. The view(s) know about the model, and subscribes to its events, but the model knows nothing about the things receiving the events.
As an example, I'm writing an OpenGL app, where the model contains simple normalized polygons and polyhedra, which are nice to work with geometrically, but are not convenient to pass to OpenGL. When the view receives an event saying the model has changed (a shape added or modified) then the view converts these polygons into the denormalised arrays of vertices that can be passed to OpenGL. This is an expensive operation, so the view caches these arrays in its own collection of "what needs to be rendered", and when it renders, it just iterates through this 'view collection', passing each array to OpenGL. So the view is the only code that knows about OpenGL, and is the only code that knows how to convert model state into OpenGL structures.
I wrote a simple sokoban like 2D game in python that I want to clean up.  It's done in a sort-of OO way where each object in the game has a Draw function I can call to redraw the screen.  It works out nicely since I can loop through each position on the screen and call the object's draw function.
I am learning about design patterns, and I really like the benefits of MVC, but I don't see a clean way to separate the draw function each object has from the model to put into the view.  Is there a good way to do this?  Is this a case where I should not use a MVC design?