-Well, despite the plethora of AGDC crossposts from Gamasutra and elsewhere on our Think Services sites/blogs this week, we still actually had a full week of non-show related features on both Gama and Game Career Guide, so wanted to pass them along.

I particularly enjoyed the mammoth GameStop interview, since it's not often you get to see opinions and views from the folks who sell a _lot_ of the total retail games -- particularly on the core gamer end of things.

But the Go! Go! Break Steady postmortem is also neat for pointing out an underdiscussed XBLA title, and why it wasn't talked about, and Boutros' game difficulty piece is neato, also, among others.

Onward to the links:

Gamasutra Features

- GameStop in 2008: The Mega-Interview
"In an exceptionally wide-ranging interview, two top GameStop executives talk to Gamasutra about the business of the world's biggest standalone game retailer -- from hardware through used games to demographics and beyond."

- Postmortem: Little Boy Games' Go! Go! Break Steady
"In this exclusive Gamasutra postmortem, the developers of XBLA title Go! Go! Break Steady pointedly detail the trials and tribulations of making an original IP console title as a two-man indie dev."

- Building a Great Team: Communication
"When you've hired a great game development team, how do you get them to work together efficiently? Game HR veteran Mencher has a plethora of pointers in this in-depth Gamasutra article."

- Difficulty is Difficult: Designing for Hard Modes in Games
"In this in-depth article, designer Boutros takes a close look at difficulty in games, asking how creators can add unique, high-end challenges which excite, but don't frustrate skilled players."

- Learning From Crysis: The Making of Crysis Warhead
"As Crytek ships the PC-only Crysis Warhead, Gamasutra gets producer Bernd Diemer to analyze the structure, design underpinnings and creation of the intriguing pseudo-sequel."

GameCareerGuide Features

- Super Growing Pains: Are Video Games Bad for Comics?
"The licensing of superhero stories has spawned a slew of comic-based movies and games, but in doing so, has created a limited take on itself. More often than not, marketing the IP takes precedence over delivering a good game. Are bad game spinoffs hurting comics?"

- Student Postmortem: NJIT and Bloomfield College's The Forgotten War
"When a team of students snagged a group of professional game developers to work with them on a game project, they knew they were in for a treat. Making ‘The Forgotten War’ was a first-of-its-kind teaching project pioneered by Coray Seifert, adjunct professor at Bloomfield College and The New Jersey Institute of Technology (NJIT), and a game designer at Kaos Studios/THQ."