Putting together stories from the rest of the Gamasutra network, here's the top full-length features of the past week on big sister 'art and business of gaming' site Gamasutra, plus a new GameCareerGuide piece that debuted last week.

Some notable pieces here include interviews with Grasshopper's Akira Yamaoka and Ultima creator Richard Garriott, plus a neat analysis from one of Red Faction: Guerrilla's creators, a controversial Ernest Adams column, new book extracts and articles from GCG, and a number of other neat articles.

Cha cha cha:

The Melody Of Change: Akira Yamaoka At Grasshopper
"Longtime Silent Hill composer Akira Yamaoka discusses his move to No More Heroes creator Grasshopper Manufacture and the philosophy behind his approach to creating game music."

The Designer's Notebook: Selling Hate and Humiliation
"Design consultant Ernest Adams examines the psychological tactics used by MMO developers to generate revenue in free to play games -- and questions the ethics of games based on hate, humiliation, and powermongering."

Smartphone Advice: Keep On Porting!
"The iPhone has a huge game library -- but are other smartphone platforms catching up? Developers and analysts weigh in on the right approach to the marketplaces for Android, Blackberry, Windows 7 Mobile and more."

Embracing the Chaos: Freedom as the Cornerstone for Open World Mission Design
"The design director of Red Faction: Guerrilla talks about the transition from being scared of player freedom to truly embracing it, including several case studies of specific missions in the game and they evolved to support meaningful player interaction."

Richard Garriott's Next Journey
"The veteran game creator on the state of design and writing, why social is the most important new frontier in gaming, and how production techniques born in the early days of games can be superior to today's methods."

GCG: Why 'Casual' Doesn't Mean 'Easy'
"TheGameProdigy.com's Brice Morrison takes a look at the true meaning of the word "casual" and introduces a tool, the Game Design Canvas, to help make the meaningful distinction between games clearer."

GCG: David Perry on Game Design: A Brainstorming Toolbox - Puzzles
"Trying to design puzzles for your game? Our latest, and final, excerpt from David Perry on Game Design: A Brainstorming Toolbox tackles the topic of creating devilish tricks to confound players."