No, the analogy approach isn't of interest to me.
Think about the procedurally driven gameplay you have already seen in roguelikes. Where you can try and mount any object, or can bash something, and so forth. Some gameplay is only discovered if you experiment and discover the potential of what available actions work on what and the advantages of such actions. But really, this is a manually constructed set of rules. And the problem with manual construction where most of this is defined by hand-written code, is that the human mind has to remember to hand apply the rules in all similar situations by putting in a code clause to make it so.
With a rules engine and an ontology, everything can be generalised and implied, rather than specific and explicit. Procedurally driven gameplay becomes deeper and inherent based on the underlying rules, rather than haphazard, somewhat shallow and prone to absent-minded application manually. Like for instance, Incursion is, as all other roguelikes are.
And that's only the most obvious benefit. It's always seemed to me that you should be able to have a generic fantasy-oriented historical ontology worked on in an open source manner, and all historically-based games should be able to benefit.