As we compile the notable long-form pieces of writing elsewhere on the network, here's the top full-length features of the past week on big sister 'art and business of gaming' site Gamasutra, plus our GameCareerGuide features for the week.

This time around - the features are headed up by interviews with Funcom's Ragnar Tornquist (over The Secret World), and Patrick Gilmore (on LA developer Double Helix), as well as a super-neat postmortem of WayForward's A Boy And His Blob, plus TV and games, achievements analyzed, a Dead Space narrative review, and lots more.

We're a team:

A Little Piece Of Hell: Building The Secret World
"Veteran developer Ragnar Tornquist (The Longest Journey) outlays his plan for The Secret World, an MMO that avoids the epic fantasy cliches of the past in favor of psychological horror and contemporary fantasy -- and no player leveling system."

Postmortem: WayForward's A Boy and His Blob
"In this in-depth postmortem, longtime independent developer WayForward (Contra 4) discusses the creation of Wii remake A Boy And His Blob for Majesco, looking at what went right and wrong in updating the classic NES title for today's gamers."

Persuasive Games: Check-Ins Check Out
"What's the point of achievements, and how do they interact with us in the real world? In this in-depth Gamasutra column, game designer and author Ian Bogost contrasts airline mileage programs with Foursquare and Xbox Live Achievements."

Television, Meet Games
"TV channels commissioning games, and developers who work with them -- what is the current state of this relationship, and where might it be headed? Gamasutra talks to Adult Swim, Channel 4, and Area/Code (Parking Wars) to find out."

Two Halves, Together: Patrick Gilmore On Double Helix
"The newly-installed head of Foundation 9's Double Helix studio holds forth on its evolution, the creative direction of current-generation games, and the current state of Los Angeles-area game development."

GCG: David Perry on Game Design: Game Conventions and Clichés
"Clichés abound in game design, and here, in an extract from David Perry on Game Design, is a handy list of concepts which have become part of the wallpaper of game worlds."

GCG: Game Narrative Review: Dead Space
"We take a look at how the psychological horror story of Dead Space functions, in another installment of the student-contributed Game Narrative Review."