Someone sent me a link to that question on Twitter. I would like to add a more historical view of things, mostly repeating things Lua author Roberto Ierusalimschy said at Lua Workshop last month. During the development of Grim Fandango at LucasArts, Bret Mogilefsky found out that SCUMM, the scripting language they had been using in their previous aventure games, would not be powerful enough for what they needed to do. He had read about Lua in a Dr Dobbs article, liked it and decided to use a heavily modified Lua 2.5 for the game. He actually used coroutines, which were added to Lua in version... 5.0! The game was released in 1998 and would have become the game of the year if a little known game called Half Life had not stood between it and the trophy :) The next year, at the Games Developers Conference, there was a panel on scripting. Panelists were discussing options: Java, C++ (!), not using a scripting language at all... Bret, in attendance, stood up and asked why not just use Lua. And just like that, 200 of the world's top game developers had been exposed to the language. Sources: http://www.lua.org/wshop13/Ierusalimschy.pdf http://www.grimfandango.net/?page=articles&pagenumber=2