I'm personally biased towards instant game making products. Game Maker, Construct, Multimedia Fusion, RPGMaker, AGS, Adrift, and so on. You get good, graphical games. A lot of indie games sold use some of them, and many of the games that are fun to play do, so they're not really short of power.
It depends really on what your intention is. If you have an idea for a game and want to work on it as fast as possible, go for the game making products. But if you say, want to learn VB/C/Python/etc, actually want to spend your life with that language, and want to have fun learning it by creating a game, then it's a good idea to steer away from the quick game making stuff.
Funny thing is that on DF, everyone seems to want to sprint before they can crawl, always aiming for the language that's more efficient and stuff, but it's really not a good way to consider it. With say, C++, you'd probably spend like 2-4 years just trying to get to the stage where you can do a basic adventure game. And a few more years trying to make a 3D adventure game. And many, many more years before you even bother with optimization and stuff. Unless you're incredibly motivated.
With something like Multimedia Fusion 2, it took me literally a day with no programming experience to build a simple graphical bat-and-ball game. You'll probably never be able to code Dwarf Fortress or even Dungeon Crawl with it, but while you're learning it, you learn why those techniques they teach you in college are good. You learn a lot of good game design skills and experience, which you wouldn't if you start off from C, because you'd simply be spending more time programming than actually making games.
If there was only one "perfect" programming language, everyone would be using it and no other languages would exist. This may be true in the case of C++. But it's not, and you'll have to figure which is the best one for you.
But in short, what I use...
Pure game making, minimum flexibility and computationally inefficient:
Modding existing games (Warcraft, Civilization, Mount and blade, Dwarf Fortress)
Low flexibility, good time spent on making games:
AGS, Adrift, RPGMaker
Good flexibility, poor programming efficiency, excellent game-quality to effort ratio:
Multimedia Fusion, Construct, Game Maker
Prototyping concepts:
MATLAB, VB, Lua
Languages that there's a lot of game making resources on, maximum flexibility and control, minimum return on effort:
C, C++, Python, Java(?)
I'd discourage anything that you can't find some game-making tutorials on from a quick google search. If you're not taking a degree in comp science, you'd have a hard time getting resources for what Google doesn't give.