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

Turn Complexity In the Board Game "Concordia"
Turn Complexity In the Board Game “Concordia”

Games Precipice is a blog primarily focused on board game design, but many (or all) of the same principles can be applied to digital games. This article is about manipulating interest, excitement and/or complexity levels throughout a match in order to create a sense of structure and satisfaction (which the article refers to as “pacing”).

Check out the full article here:

http://www.gamesprecipice.com/pacing/