Computer games are another story, but the same facts are generally true, that you should use the language which provides the libraries where most of the work is already done for you. There are the most number of game development kits for C++, so that's why C++ is popular for game development.
For what it's worth, I have done a few games using the ORGE rendering engine and plugged the game elements (physics, AI) with separate libraries and it has worked fairly well.
http://en.wikipedia.org/wiki/OGRE
Unless you want to write a lisp using that c/c++ sdk and then develop with the lisp you wrote. (http://en.wikipedia.org/wiki/Game_Oriented_Assembly_Lisp). So it certainly can be done. Whether you should is another matter.
Post acquisition (by Sony) Naughty Dog seems to have shifted to c++ but seems to have shifted back partially to lisp (C++/ scheme combo as far as I can make out) for their "Uncharted" games for the PS3.(http://www.naughtydog.com/docs/Naughty-Dog-GDC08-Adventures-... Warning PDF)
One route out of this local maximum could be CPUs optimized for garbage collection and a high rate of function call. I doubt we will see that any-time soon, though.