Games like this (like WoW for example) that use TCP tend to be turn-based games masquerading as real-time games. Every now and then you will get this two second pause and then suddenly all of the action plays back very fast… but it didn’t really matter so much to the game because you didn’t attack in direction x,y,z from x,y,z at time t… you attacked object 123 a time t - your turn/round start time.
I mean, I can only guess. Often these games will open up three or four TCP connections at once, too. It’s not clear which traffic they are juggling to which pipe but if it were me, the back-control (“I attacked monster X at time t”) would be its own channel which somewhat mitigates TCP stall.
Edit: and note: doing this has nothing at all to do with network traffic, really. It often has to do with load balancing which I guess is easier with stateful TCP connections. (Though I’m not sure I buy that unless you are using off-the-shelf load balancing designed for web servers.)
Still seems a lot compared to 1500 bytes total 20x a second.