Examining the feature-length stories from 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 the new GameCareerGuide pieces that debuted last week.

Some good things in here would include the latest NPD U.S. game sales analysis, an interview with Warren Spector, a mammoth postmortem of Tale Of Tales' The Path, plus practical pieces on design and coding, and some neat new GCG pieces.

Bomb diddy bom:

Putting the 'Epic' in Epic Mickey
"In this interview, Warren Spector describes how his creative mission in life -- giving players choice and consequence -- informs the development of Disney Epic Mickey, a game players didn't expect from the designer yet which encompasses what they love about his work."

Postmortem: Tale of Tales' The Path
"Tale of Tales' Michaƫl Samyn and Auriea Harvey talk about their lauded indie game The Path from inception to post-release, taking in creative drives and methods, sales and critical reception -- and defining what inspiration and success mean in their own terms."

Evaluating Game Mechanics For Depth
"Former Insomniac designer Mike Stout takes shares a useful rubric for judging the depth of play mechanics, including checks for redundant ones, in this in-depth design article, which contains examples from the Ratchet & Clank series."

Branching For The Win: How Black Rock Uses Code Branches
"Black Rock (Split/Second, Pure) core technology group member Julian Adams explores the practical ins and outs of code branches -- including how his team has implemented them, productivity gains, and compromises inherent in the approach."

NPD: Behind the Numbers, June 2010
"Gamasutra analyst Matt Matthews takes a look inside June's somewhat unusual NPD U.S. console retail results -- strong hardware puts all eyes on the Big Three platform holders, but why can't software keep up?"

GCG: A Look at Serious Games
"Serious games -- used to teach or train -- have great potential and are spreading through professional environments; here, student Liam Morrow presents a look at the phenomenon."

GCG: Hyper-Ludicity, Contra-Ludicity, and the Digital Game
"Post-doc Steven Conway outlines two game concepts he believes "permeate many genres, yet all too often they remain muted or unrecognized by the designer, even as they have a pivotal impact upon the player experience.""