All in all, depends whether you're serving for a turn-by-turn roguelike, an RTS or an FPS. Won't be an issue for the first one, may not be for the second one, the latter though...
So there's no reason why your typical indie style game would not be written in Go, but of course if you want to write AAA style 'push the boundaries of realtime graphics and physics', Go or any other garbage collected language is not a very likely candidate.
You can deal with deallocation chains in reference-counted systems without having arbitrarily-long pauses. You keep a stack of <pointers to items to be removed + current child index in item>. When something's reference count goes to 0, push it onto the stack, with a child index of zero. Every so often, pop the last item off of the stack, if (the child index is after the last child) {deallocate the memory}, else {decrement the reference count of the child of the object indexed by the child index, pushing that onto the stack with a child index of 0 if the child is now dead, and push it back onto the stack with an incremented child index}. You can do any/all of this in batches.
It doesn't, but it most real-world implementations of RC it is.
The point, (again note I'm not an expert in this stuff) is that there's no such thing as an infinitely responsive real-time system - even hardwired analogue electronics, or a program running entirely in CPU cache, have a response time. So realtime always means that the system responds acceptably quickly for the application, without slowing down.
Now as to how this applies to games, obviously a 10 ms pause is not a great help for updating a 60 Hz game every 16 ms. But for some lower speeds it could reduce latency and give an overall smoother feel to networked gaming. A couple of other posters on this thread have already mentioned tricks to get around this, if multiple processes can share the load and gracefully garbage-collect.
But on the whole it seems like offering some configurability would make Go more versatile. In the extreme you might want to turn off the GC and make use of a manual free-type function. (I gather the Go developers oppose this on philosophical grounds).