Python for Commercial Games?

Aahz Maruch aahz at
Tue Jul 3 00:26:58 EDT 2001

In article <slrn9k2gib.aqd.kamikaze at>,
Mark 'Kamikaze' Hughes <kamikaze at> wrote:
>2 Jul 2001 17:45:57 -0700 in <9hr4k5$peq$1 at>,
>Aahz Maruch <aahz at> spake:
>> In article <slrn9k21pe.aqd.kamikaze at>,
>> Mark 'Kamikaze' Hughes <kamikaze at> wrote:
>>>  I suspect that Infocom-style interactive fiction, with good production
>>>values and nice packaging, could sell again just fine.  You'd have to
>>>sell it outside of most computer game shops, though, because the games
>>>publishing and distribution networks just won't carry it, and the games
>>>magazines won't review it (they're all run by and for hyperactive
>>>adolescent males (of all ages))...
>> ...and genders.  ;-)
>  Hah!  When I was writing, I included exactly that clause, but then
>removed it because I couldn't think of any female game designers,
>publishers, or reviewers who trade in the "hyperactive adolescent male"
>genre, except possibly the "booth babes" at game developer's conferences
>(and they're almost universally hired models or non-game-design
>employees) or the female "mascot" at one of the game review mags (that
>specific word was used to describe her by one of the male reviewers...)

Okay, fair enough.  I tracked down one of my favorite reviewers at Games
Domain (, but the closest she
comes to reivewing the "hyperactive adolescent male" genre is Diablo II
and Shogo.

>  I love games design, but I really really despise the games industry.
>Does it show much?

No.  Tell us how you really feel.
                      --- Aahz  <*>  (Copyright 2001 by aahz at

Hugs and backrubs -- I break Rule 6       
Androgynous poly kinky vanilla queer het Pythonista   

"I'm not tense, i'm just terribly, terribly alert"  --unknown

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