I particularly like the concept that everything is just a track. In REAPER, tracks can be arbitrarily nested, they can contain all kinds of items and you can route signals between them.
You need a group? Just make a track and add other tracks to it.
You need a bus? Just a make track and send to it from other tracks.
You need an instrument track? Just add a VSTi to it.
You need a MIDI track? Just add a MIDI item.
In most other DAWs, these are all different things, for no good reason IMO.
Edit: found it: https://www.cockos.com/ninjam/
* Alice will play for X measures, while hearing what everyone else (including Bob) played X measures ago
* Bob will play for X measures, while hearing what everyone else (including Alice) played X measures ago
So for the measures mentioned above, Alice might conclude that things went very well, and Bob might conclude that things didn't jibe, and even if these were each true objective facts, they could both be correct as they are not discussing the same thing. There can be no retrospective discussion of a shared experience, only of individual experiences.
Such a wide and strong claim, I'm not sure there is a single de-facto choice specifically for "game audio design", I've seen most major DAWs, including Reaper, to be used for game audio. If anything is close to a de-facto standard in video game audio, it'd be Wwise and/or FMOD as audio middlewares, then whatever the artists happen to be familiar with for the actual production.
Unless you're talking about some specific genre here, either music- or game-wise?
It’s not very good for music, though, so here, the situation is a bit more diverse. So yes, I’m talking concretely about sound design.