Every few months or so I want to make games. Then I look into existing audio game tools, am reminded why I never bother, and the cycle repeats. Most audio game tech is 20-30 years out of date, which is just sad. I can probably count the number of audio games that have proper math/physics on one hand. A lot of this is because these games are primarily made by high school students (like yours truly). In my case, I have enough time after school and procrastinating on homework to sit down and work on a game. But there's no money in it so that's not sustainable, and because there are so few tools, you have to build yourself an entire game engine before you can even get started. For example, I'm presently wrapping Bass to make it much more friendly for audio game dev, but every minute I spend doing that is a minute not spent on the game. Don't get me wrong, BGT did a lot of damage to the audio gaming community, by teaching people all sorts of bad programming habits and other such issues. But...it worked! It let people just have to write the game. Of course it didn't scale very well (STW having to literally rewrite BGT to overcome its shortcomings is definite proof of that), but I find myself wondering if, without BGT, we'd have some of the amazing games we do today, like Manamon or STW. I very gently fall on the side of no, just because I've talked to one or two of the developers of massive and popular BGT games and all of them have said that it was the ease that attracted them to BGT, and gamedev as a whole. Obviously BGT was limited and had problems, but I honestly think that, if done right, an audio game creation engine (like BGT) would actually be really good for the realm of audio games.
@TheQuinbox Another point worth bringing up is that even if a lot of the younger developers in the community without the necessary knowledge to create a minimal engine wanted to use existing tools, most of the modern game engines aren't really practical to use without sight. A lot of audiogames are stuck reinventing the wheel since we sadly can't really use existing tools in the way other devs can. (hence me working on a framework forever and never spending real time on games)