I imagine it's simply about ability to represent a realistic environment. Imagine trying to get a fix on where an opponent is but you have 300 other bushes and fences and buildings around you. There's nothing about "300 sounds" that denotes volume. Outside, you could have a stream, some crickets, some birds, as well as people moving, gunfire, etc. Sat here now, I doubt I could list 30 concurrent sounds I can hear. But take it into the city, something like Watch Dogs, and you'll have potentially hundreds of individual sounds making up the ambient soundscape. Instead of a 'background sample' playing that doesn't have 3D audio positioning, you can have the sound of a street vendor frying, some people talking, cars in the distance, planes overhead, layered and layered. It wouldn't be confusing any more than real life is. However, the production cost of creating that soundscape will be huge! So much audio data needed. Although very repetitious, so easily covered by libraries for anything real-world related.