Time to wander around the best features and originals of the week on our other main sites, including big sister publication Gamasutra and educational site Game Career Guide - and some standout stuff here, particularly interviews with Peter Molyneux and BioWare Austin's Daniel Erickson.

But also in here - a comprehensive game engine overview, the latest Game Career Guide competition winners and a new challenge, Ian Bogost on presidential election games, a postmortem of The Incredible Hulk for DS, and plenty more.

Here's them goods:

Gamasutra Features

A New Galaxy: Daniel Erickson On Writing The Old Republic
"In an in-depth interview, BioWare Austin lead writer Daniel Erickson reveals the philosophy and practicality of implementing massive story elements into the Star Wars: The Old Republic MMO."

Persuasive Games: The Birth and Death of the Election Game
"Author and game designer Bogost examines the use of video games in 2004 and 2008's U.S. Presidential election, seeing a sharp decline in games used for political means this year, and simply asking - why?"

Postmortem: Fizz Factor's The Incredible Hulk
"In this postmortem, the creators of The Incredible Hulk game for Nintendo DS discuss the 'fully destructible environment' title for handhelds, from GameMaker prototyping to 'Rage' button removal."

Optimizing Asset Processing
"In this in-depth technical article, Neversoft co-founder Mick West discusses performance concerns when optimizing asset processing for games, including the basic nature of the common problems and in-depth solutions for keeping the pipeline efficient."

Engines of Creation: An Overview of Game Engines
"So you need a game engine? Gamasutra surveys the state of the market in this comprehensive overview of solutions, priced from hundreds to hundreds of thousands of dollars."

Peter Molyneux: Fable II, From Conception To Reality
"With Lionhead's Fable II now released, Gamasutra talks to creator Peter Molyneux in-depth about the creative process behind the game, from 'white box' prototyping to live-action filming."

Gamasutra Originals/Others

Results from Game Design Challenge: Fantasy Game Development
What are the factors and how are they scored? That was the toughest question to answer in a recent game design challenge that asked you to design a Fantasy Game Development game in the same vein as fantasy sports games.

GOF 2008: Edery - Devs Need To Watch Advergaming, Corporate Training
"Small to mid-size developers must investigate projects such as advergaming or corporate training simulations -- else they're putting their future "at real risk", said Xbox Live worldwide games portfolio planner David Edery, at the opening of the Gamasutra-attended GameON: Finance event."

Educational Feature: 5 Ways Game Designers Communicate
"No one should assume that aspiring game designers understand what it means when they’re told they need to be good communicators to succeed at the job. Game designer Tim Lang has written an article on GameCareerGuide.com that explains the five main ways that designers communicate their ideas."

OGS 2008: Della Rocca On How Sharing, 'Clusters' Can Strengthen Biz
"Government tax incentives aren't necessarily the most viable way to build strong regional game development, said IGDA executive director Jason Della Rocca at the Ontario Game Summit -- and in his keynote, he stressed that technology sharing and cyclical, cross-company development "clusters" are key."

GameCareerGuide.com's Game Design Challenge: Black History Month
"Could you design a game, electronic or not, that could be built in just three months that teaches school children about Black history? That's the task in this week's Game Design Challenge. What would you (and what couldn't) you do under those constraints?"