Well comparing a compiled language like Mono against interpreted languages is anything but a fair comparison, and those 'non-trivial' parts where interpreted languages are used are all areas where performance doesn't matter, particularly since whenever speed is needed these languages will call on native code.
Hmmm define 'high-end' games, I'm unaware of any high-end, as in AAA or even AA style titles written in C#. On the other hand if we are to compare C# vs Java then the Java title Minecraft sweeps the floor with anything done in C# in terms of sales and overall impact I'm sure.
What this proves however is that you do not need a super fast language to create a great game, as great games really aren't about pushing as many polygons as possible or having the greatest texture antialiasing, the realization of this is what the indie games sector is now reaping the benefits from. You can certainly create great games in Python, Ruby, Lua <insert your favourite language here> since they can all have a native code library and hardware accelerated graphics do the heavy lifting these days.
If however you do need to get every last cycle out of the machine then you will turn to C/C++ and possibly assembly for particularly critical parts.
Isn't it copyright on API's (insane!) at this stage? Meanwhile Microsoft is running around suing companies for using long filenames, sure as hell rather have nothing to do with anything originating from that company but each to his own.
Interesting, I was surprised to see Go beating Mono from day one given that Go is such a new language with an admitted poor naive gc, perhaps Mono will stand up better in upcoming benchmarks with this new GC.
I wish the Mono devs the best in their endeavours as a cross-platform game development solution, Miguel and his team certainly love C# and I wish upon everyone the chance of making a living out of working on things they love to do.



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