Brian,
I think what you'll find, is that the more complex the audio game is, the
less it will stress real time reactions. In audio games, those 2 concepts tend
to be inversely proportional to each other. For example, if the game requires
balancing a lot of resources and actions, the game will usually allow the
player to pause the game while reviewing the information and choosing their
course of action. If a game has very little to keep track of, like just
shooting at enemies, then it will probably focus on reacting in real time.
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