Pretty much all of our games have heavy political elements to them, since back in 1E. Some games are 90-99% in-character discussion.
Dune is a major influence on our gaming tastes, and those are the types of politics we like to play out
Almost all of our characters gain political power as a matter of course when they get high enough level, and by about 10th level our characters are usually political heavy-weights, or on the fast track to becoming one. Diplomacy and espionage play a large part in our games. (not really first-person espionage beyond low levels, though. We don't go out spying ourselves, we send spies to do it.) Wars, assassinations, supporting coups in enemy states, managing kingdoms (taxes, public works and the like), negotiations, forming alliances, forging new kingdoms, succeeding from old kingdoms, etc., are all par for the course in our games.
Going to grand balls and stuff is always great. Hobnobbing with royalty and verbal sparring matches with rivals and enemies are awesome fun.
Heck, in our last game session we had to form an alliance between our Good realms (the Grey Elven kingdom of Islana, the Gnomish realm of Coldiana, and the mixed race confederacy of city-states of the Last Lands) and the Lawful Evil, honorable but wicked military cult of ovak the Destroyer. We needed the strength to oppose Aria, the most powerful kingdom on the continent, formerly a very Lawful Good theocratic monarchy led by Paladins and Clerics of the LG god Ae'ar. The queen of Aria had begun worshiping the CE god Firnok, the god of fire (her family, the House of Jenner, has a long history of falling prey to hunger for power, and wavers between being one of the most powerful forces of Good and one of Evil, and has a strong tendency towards Firnok worship when members fall into Evil) and the theocracy had become infiltrated and corrupted, and the kingdom had begun a war of conquest of all the surrounding countries. So, in order to gain the military might we needed to oppose Aria, we had to get a powerful artifact of the Kovakai (the Sword of Varn, which contained he soul of the Kovakai's greatest general) from it's extraplanar prison, guarded by angels and other celestial beings, and give it to the the Kovakai. We actually had to kill angels. My Neutral Good grey elven Duskblade is still agonizing over that, but it had to be done for the greater good. (Angels can't be bargained with when they've been given a mission by Ae'ar himself; they do what they're told.) We then fought a war (using the War Machine rules from the Basic set) and trounced 7 of Aria's legions.
We are now going off to find the Summoner, the most powerful and feared human Wizard alive, (and another Jenner, the queen of Aria's uncle, who has at times been a force for Evil and servant of Firnok himself, but is normally Chaotic Good when he isn't lusting after power) and are gearing up for an expedition across the planes to find him (our setting, Camathria, has it's own custom cosmology, and it's going to take a lot of digging to find him, although we have a good lead in the extraplanar Grey Elven Duchy of Islana, which relocated to a demi-plane in the Astral after the ancient Elven kingdom of Camathria was destroyed several hundred years ago, and which the current Grey Elven kingdom of Islana has seceded from.)
This is all part of a very involved, very complicated, very political game that started in 92, has been going non-stop since then has lasted about 200 years game-time, and has involved about 20 different parties of adventurers and their descendants, and the loss and gain of many players over he years, with a side campaign taking place about 1000 years in an alternate future, and one about 1000 years in the past.
This sort of dealing with the Devil, lesser of two evils thing is pretty common in the game, and should be an important part of a political game. What is politics but compromise? And sometimes that compromise has to be with Evil.
So I guess I just wanted to point out that for a good political you game should be prepared to get very detailed and complex, have to make choices between the lesser of two evils, take detailed notes and record extensive histories (encourage players to write their own histories; one of our players, who played the Summoner, wrote a long history/autobiography of the character, the Book of Valen [Valen Jenner is his true name] and it has become both an important book of lore in the game world, and an important set of notes, details and history for the players and DM!) and make sure the campaign lasts long enough (both in game-time and real-time) to see that all of the political maneuvering and plans have time to come to fruition.
At least, that's how we've been doing it, and it's lasted for 15 years and been extremely fun the whole time.