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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