[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

Ripping enthusiastically into a brand new week with some fresh GameSetLinks, starting out with Troy Goodfellow's rather handy trawl through all of the design-related books that might catch your fancy as a dashing game designer about town, ahoy.

Also in here -Wired's pirate game, why persistent game worlds are scary, IFC on Western gamers, NowGamer.com on 'the new arcade' (downloadable games, that would largely be), and 1UP on whether motion control is the bee's knees. Or not.

Audio conference capacity:

Print Screen: Game Design by the Book > Troy S. Goodfellow > 7/28/2009 7:36 PM | Crispy Gamer
Nice round-up of game design tomes, innit?

Charge Shot!!!: dear persistent game worlds: you make me feel bad
An interesting point: 'Look, my time isn’t super important or anything, but when you come home from a full day of work sometimes the last thing you want is some game bossing you around.'

1UP: Cutting the Cord: Is Motion Control The Future of Gaming?
Good overarching piece: 'How Nintendo proved everything we believed about controllers was wrong -- and what Microsoft and Sony need to do to succeed.'

Water Cooler Games - Cutthroat Capitalism
'Wired Magazine has published a game about the business of Somali pirating. The game, called Cutthroat Capitalism, accompanies an article published in Wired, An Economic Analysis of the Somali Pirate Business Mode.'

The Sandbox: Western Expansion - Features - News - IFC.com
Again, great to see intelligent game editorials on an indie film site: 'Many of the Western's ingredients -- lone heroes, violent showdowns, clashing cultures and tectonic generational/societal shifts -- are well-suited for games, where gun battles between silent protagonists and dastardly villains, not to mention quests through expansive open landscapes, are common. So what gives?'

The New Arcade: Part 1 | NowGamer
'Patients rose from their beds and stumbled outside to find families and friends who’d almost given up hope, waiting for them with open arms and tearful, joyous welcomes. They returned home and started to build their world anew. This is the best of what they created…'