Back in the late 80s before Python and Lua were released the following decades, TCL made sense, as it was the only freely available embedable language.
Python's larger and more complete (and I'd argue a better language then Lua), but Lua's compact and very fast as it's a register-based bytecode VM (and luaJIT exists which is even faster) (although if you don't use the 'local' keyword on variables, it's then quite a bit slower as it no longer uses stack-based variables, so the code can end up being more verbose to make it fast), so games commonly used Lua for scripting/gameplay as it was easy to integrate.
Back in 2004 or 2005, Firaxis decided to use Python as their embedded scripting language. They used something called “Boost Python”, a then reasonably easy to embed fork of Python, to embed Python2 in their Civilization 4 gaming engine.
Soon after this, Boost Python got abandoned and Firaxis ended up having to use an outdated version of Python by the time they released their final Civilization 4 expansion.
For Civilization 5, Firaxis instead used Lua, since they wanted an actively maintained code base.
For my own “embed a scripting language in a DNS server” project, I went with a slightly modified Lua 5.1. The entire DNS server, including the Lua scripting engine, is a 103,936 byte sized Windows service. The stack was a little hard to grok at first, but I was able to fairly quickly get used to it and have a Lua script set up configuration for the server, as well as parse DNS queries. [1]
To Python’s credit, the Python2 code used in Civilization 4 is 100% compatible with the final 2019 release of a Python2 interpreter, to the point that I can run map scripts for Civilization 4 -- compiled for x86/32-bit -- on a 64-bit ARM Raspberry Pi and have them generate the exact same maps. Useful when I wanted a particular kind of map for a Civ4 mod, and had to iterate through 300 different random seeds on my Raspberry Pi to find the desired kind of map. After about a month, I had over 180 map seeds meeting my criteria.
[1] https://github.com/samboy/MaraDNS/tree/master/deadwood-githu... for the record
Lua made inroads into the game dev community in particular thanks to LuaJIT. Despite it actually being a fork of Lua that hasn't kept up with changes in the base language, LuaJIT remains popular for its speed.
In practice, it is hard to embed and we get the GIL disadvantages, so that is not working out so fine.
I also evaluated Python and Lua. As others have noted, Python appears to be a right royal pain to embed. I actually had more experience with Lua prior to that project, but that experience leads me to believe that Lua is, generally, the wrong language.
Looking back on the project, I would not hesitate to do the same thing again, ideally as open source so that other Go projects can embed a scripting language. It got the job done, and did it well. Non-programmers on our team were able to write both configuration and logic successfully & productively, and apparently enjoyed the experience. Tcl itself ended up being a pleasure to use. While I personally would have enjoyed something like Embeddable Common Lisp, I think that would have been to much to ask of the rest of the team.
Interestingly, the four languages Lua, Python, Tcl and Lisp each can be said to take one idea and run with it. Lua is everything-is-a-hash-table (well, almost everything); Python is everything-is-an-object; Tcl is everything-is-a-string; and Lisp is everything-is-a-list (well, in theory: in practice it is really everything-is-an-object). I don’t know if this says anything deep about scripting languages, but it is at least interesting — right?
[1] https://en.wikipedia.org/wiki/List_of_applications_using_Lua
To my knowledge, you can't do that with Python. I don't know about TCL though.