Or don't even pick a game; I love "design an elevator control system". Most anyone looking for a programming position has interacted with one at some point in their life, and while you could easily mire down in details, it's not so complicated that you couldn't give it a fair hearing in the context of an interview.
There's a million things like this in our everyday lives that make great fodder for mental exploration in an interview.
One of my first Uni projects was to write an elevator control system and as you say, it's very revealing.
That's the pattern to all this, rules and exceptions and how easy it is to change those rules (because they change constantly).
So do you put all that into your SalesPerson object or is there a better way to abstract the logic of commissions?