[We're really delighted with the Gamasutra Blogs section, so you'll see us crossposting the weekly highlights from both Member and Expert blogs - and we're looking for more contributions, so why not consider it if you're a student or pro developer?]

In our weekly Best of Member Blogs & Comments column, we showcase notable pieces of writing from members of the game community who maintain Member Blogs on Gamasutra, or post responses to them.

Member Blogs can be maintained by any registered Gamasutra user, while invitation-only Expert Blogs -- also highlighted weekly -- are written by selected development professionals. Our favorite blog post of the week will earn its authors a lifetime subscription to Gamasutra's sister publication, Game Developer magazine.

Similarly, we will choose one blog comment, responding to either a Member or Expert post, and its writer will also receive a lifetime subscription. (All magazine recipients outside of the United States or Canada will receive lifetime electronic subscriptions.)

We hope that our blog sections can provide useful and interesting viewpoints on our industry. For more information, check out the official posting guidelines.

This Week's Standout Member Blogs

- GDC 2009 Coverage
(Jim McGinley)

Over a series of six posts, Jim McGinley covered a broad swathe of last week's Game Developers Conference in an equally broad range of styles: bullet points, straight summary, rhyme, haiku-esque brevity, and so on. It's schizophrenic, amusing reporting.

For his effort, Jim will receive a lifetime subscription to Gamasutra sister publication Game Developer magazine.

- Walking, Not Violence, Kills Interactive Narrative
(Ron Newcomb)

Frequent Gamasutra blogger Ron Newcomb suggests that an overwhelmingly common video game mechanic -- walking from point A to point B -- is actually a major impediment to true interactivity and video game storytelling.

- Are Games Unique?
(Adam Bishop)

Any major creative form has its own methods of conveying meaning and expression that other forms do not have -- what are those methods in games? It's a question frequently discussed, particularly in the vicinity of events like GDC. As with many good blog posts, one of its strengths is that it kicked off a highly-populated, in-depth discussion in the comments.

- Paul Barnett
(Eric Hardman)

Having missed Paul Barnett's GDC talk, I'm not entirely sure what he discussed. After reading Eric Hardman's writeup, I'm still not sure -- but now I sure wish I'd seen it.

- Opinion: Down with Ambition, Less is More
(Reid Kimball)

Following up on Rod Fergusson's comments on crunch during his GDC lecture, Kimball asks, simply enough: "Instead of cutting content when crunch begins to creep around, why not just have more realistic goals for the game to begin with? Embrace the idea that your game can be even better by adopting a "less is more" approach." But is it really that easy?

This Week's Standout Blog Comment

- Stephen Dinehart on Joseph Cassano's 'Flowing flying fun found in Flower'

This week's highlighted blog comment comes from Stephen Dinehart, responding to blogger Joseph Cassano's overview of Sixaxis control in thatgamecompany's Flower.

Dinehart's brief comment was a simple anecdote about playing Flower at work, and the unusual but comforting influence it exerted.