Excellent point! I should have touched on this actually because it's very valid. I've run across composers who were excellent in the film/stage realm but had zero understanding of the technical/interactive aspect when it comes to games.
Will it interfere with the gameplay and irritate people?
Of course some of this is out of our controls as composers. I've had clients that literally had 15 seconds worth of streamable music as their audio data budget. It doesn't matter how great 15 seconds of music is... after a while it's gonna get irritating! So in these situations I try to advocate most instance based music cues instead of streaming/looping music that's ever present.
Implementation is such a huge part of game audio... much more critical than the content in many ways. What I'm getting at is a decent track implemented well can do fine for and support the gaming experience. A great track implemented poorly can easily get in the way.