One game that has been a huge influence on my thinking about games and game design is Magic: The Gathering, made by Wizards of the Coast, and specifically the writings of Mark Rosewater. His archive is very long, but it's worth reading. You probably need to know how to play Magic to get most of it, but a lot of the basic concepts transfer to many different games.
I love the way Magic does the Design/Development columns every week, especially the way they are actually willing to discuss changes and decisions in detail. I would love for Blizzard to do something similar, to publish a weekly column from a designer that actually has some detail in it.
Of course, maybe Blizzard is scared of the reactions from the forums, but watching the M:tG forums, most people seem to take things in stride. In fact, I would say that the columns have actually made the Internet audience more attuned and accepting of Wizard's process and decision trade-offs. Right now, any change to WoW comes down the pike, the WoW forums immediately make claims about how it's because designers play class X. And quite frankly, some of the occasional claims by CMs make no sense. Mages do insane damage, are the kings of AoE? That was met with disbelief by most theorycrafters, because--as has been proven--it was not true at all.
In the absence of real information, game players will believe the worst. If you can look at the M:tG columns, the designers will post their reasonings after bannings, or post about mistakes or things that didn't work out. And most of the commentary on the forums is sensible. If anything, disclosure has made the M:tG forums a better place.
In many ways, the computer game industry seems very unwilling to share details about process. Sure, they'll publish technical algorithms now and again, but you'll rarely see people discuss how they design, develop, or test. And of course, they end up reinventing the wheel a lot, making the same mistakes over and over.
If you look at the comments on this post on Patcher Surveys on We Can Fix That With Data, Sarah Jensen Schubert (who is an actual MMO designer) asks if someone from Pirates of the Burning Sea can tell her what percentage of people filled out that survey. Joe Ludwig responds, "Not on The Internet, no. :) Ask me at AGDC."
Honestly, why not say the percentage in public? What harm would that do? But the first instinct of game developers seems to be to keep information secret from the players, and only pass it on through back channels. In my opinion, this behaviour, this tendency towards secrecy, hurts the game industry far more than it helps.