Interesting and practical talk by Soren Johnson (Civilization 4, Offworld Trading Company) about the nuts and bolts design decisions that went into Offworld Trading Company. Topics covered include:

-The consequences of converging resource buy/sell price to the same value
-Buying your own shares, buying other players, and combating snowballing advantage/complexity
-A “Game available” system for small multiplayer communitiies
-Allowing players to play singleplayer while queuing
-Eliminating players early early to mitigate kingmaking
-Initial bid to establish stating locations
-Requiring tournament players to stream to build a community
-The value of Discord as a community building tool
-Splitting a traditional RTS game along Macro and Micro lines because they simply contain so much
Micro: MOBAs   Macro: Offworld Trading Company

You can watch the full talk here:
http://www.gdcvault.com/play/1024297/-Offworld-Trading-Company-An

Imbroglio's grid-based "deckbuilding" screen.
Imbroglio’s grid-based “deckbuilding” screen.

Very cool post by Vivafringe about the intriguing Imbroglio by Micheal Brough. This one talks about the balance that “Izu Mode” in Imbroglio manages to strike between extremely high levels of deckbuilding customization (and the influx of content that requires) and practical constraints on the production/balance/maintenance of new content (which certainly isn’t free!). Seems like a very cool approach to solving the problem, and certainly has gotten my attention as something to potentially try out.

You can find the full post here: https://vivafringe.wordpress.com/2017/02/21/imbroglios-izu-mode-is-the-way-forward-for-deckbuilding/