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There would be absolutely NO WAY to introduce a standard into PC games, the market isn't built to control such a scheme, and nor should it be.
For consoles, there are standards. Different ones for each console. The Sony standard is particularly rigid.
The nature of gaming is that a large portion of the mixing will be performed procedurally, and this use of volume to designate distance dynamically to a certain extent self-imposes a restriction on ridiculous RMS readings. Cut scenes will be leveled (code side) in such a way as to not sound stange as they come in/out of gameplay areas (ideally, anyway): Even so, I would recommend mixing them hotter than you might prefer, as art directors/lead programmers/studio producers are even worse at audio engineering than they are their own roles: If they limit, it ain't gonna be pretty. Not much can go wrong with them turning it down, however.
Game sound is a long way behind the rest of gaming technolgy/art, although as someone else in this thread pointed out, there are exceptions, such as Gears of War and Halo (and also good examples on PC games, such as Half-Life 2): But these games have budgets vast multiples higher than most other games, even most other "AAA" games.
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