- So I ended up linking quite a few of the top Gamasutra stories here already this week, because one or another of them felt a bit GSW-y, but here's a nice round-up of some of the other original stories we ran so far this week.

Actually, it's been pretty busy, what with Lyon GDC and leftover goodness from the Independent Game Conference in Austin, plus various Q&As, 'Top 20' rundowns, and other piece of goodness. Here goes:

- Q&A: Mechner Talks Prince Of Persia Movie, XBLA Remake
"Prince Of Persia creator Jordan Mechner is working on a Jerry Bruckheimer-produced Disney movie version of the classic game franchise, and Gamasutra quizzes him on the game-film transition, the movie's new director, and what he thought of Ubisoft's XBLA remake of the original PoP."

- Game Design Essentials: 20 Unusual Control Schemes
"Continuing Gamasutra's 'Game Design Essentials' series, this fascinating installment examines unconventional control schemes, from Robotron through Crazy Climber to the Wiimote and Guitar Hero, with detailed design lessons for each concept."

- Physics in Games: A New Gameplay Frontier
"How can physics make a genuine difference to gameplay in today's AAA games, beyond the novelty? Veteran designer Luban (Splinter Cell series) discusses his work on physics-enhanced Unreal Tournament 3 mods and general principles of design that are enhanced by physics elements."

- GDC Lyon: Normandon, Gounon On Rabbids' 'Bunny Humor'
"At the Lyon Game Developers Conference, Ubisoft creative director Nicolas Normandon and international product manager Loïc Gounon, two people behind the 2006 Wii launch title Rayman and the Raving Rabbids, discussed how humor and variety can elevate gaming to a cultural phenomenon."

- Making Video Games ... With Fifth Graders
"Giancarlos Alvarado is a teacher who believes in an integrated classroom, using technology across the curriculum by having his students -- just 11 years old -- develop a creative and educational video game in class."

Some more random highlights of the week's posts (including info on changes at Gamasutra that include comments on news/features!) after the cut...

- Q&A: Coca-Cola, There.com Team For CC Metro Online World
"In a pair of interviews reprinted from sister online world weblog Worlds In Motion, we talk to Coca-Cola VP Carol Kruse and There.com VP Ben Richardson about a new Coke-themed online world called CC Metro, including game elements, music mixing, voice chat, and in-world theaters."

- Garriott: Too Many Beta Invitees Hurt Tabula Rasa
"At the 2007 Independent Game Conference in Austin, Tabula Rasa creator Richard Garriott discussed the marketing of the just-launched, NCSoft-published MMO, suggesting that too many beta invitees too soon might have damaged sales - and that the company was striving to fix this."

- GDC Lyon: Everyone Wins In Dyack's Open-Standards Future
"At the 2007 Lyon Game Developers Conference, Silicon Knights founder and president Denis Dyack, an outspoken proponent of the "one-console future," discussed how eventual open standards in the console market are a sure thing -- and why it might be good for publishers to nudge the evolution along."

- Gamasutra Debuts Enhanced Job Section, Story Comments
"Gamasutra has debuted a redesigned job section on its industry-leading game art/business site, including enhanced functionality and ease of use for job posters - also adding integrated login to Gamasutra.com and user comments on news stories and features."

- Road To The IGF: Reflexive's Kinesthetic Axiom Overdrive (pictured above)
"Continuing Gamasutra’s ‘Road to the IGF’ feature, we talk to Reflexive Entertainment's Simon Hallam about the developer's IGF 2008 Technical Excellence Award finalist Axiom Overdrive, which, he says, uses physics-based play to "get people physically in tune with what they are doing on screen.""

- GDC Lyon 2007: Yerli's Lessons From Crysis' Development
"At the 2007 Game Developers Conference in Lyon, Crytek CEO Cevat Yerli discussed the story behind the development of Crysis , highlighting the tenets on which the company hinges its development strategy -- designing around solid AI, creating sandbox gameplay and showcasing one central feature."