The overhead of TCP is just ridiculous when you're trying to implement real-time game movements with dead reckoning, etc.
RUDP or Reliable UDP is the best of both.
Here's some great info on UDP vs TCP and only using one or the other:
UDP vs TCP http://gafferongames.com/networking-for-game-programmers/udp...
Characteristics of UDP Packet Loss: Effect of TCP Traffic http://www.isoc.org/INET97/proceedings/F3/F3_1.HTM
For instance let's say you have some physics update and for some reason you needed it networked, with many objects, receiving only 70% of those for many different elements may be just fine (discarding any you receive after that are older maybe for this example)...you may not need reliable acknowledgement that they received for most of them if any. But you definitely need to know when an enemy is killed so you make that a critical message to the server RPC'd to the clients and use a reliable flag which then will expect validation. Same with ordering... use when needed with RUDP or custom layer on UDP for reliability.
TCP does all this for you and works great for files/http etc. but doing this for all messages is great overkill in real-time games lower than turn based. And mixing TCP/UDP arguably causes some slowdown to UDP due to TCP queuing. RUDP solves all these issues and is flexible to reliable messages and just firehose broadcast.
http://en.wikipedia.org/wiki/Reliable_User_Datagram_Protocol Designed by none other than Bell Labs...
Also SCTP was created to solve RUDP like issues as an official standard (RUDP is a draft) but standards take time: http://en.wikipedia.org/wiki/Stream_Control_Transmission_Pro...
I'm not saying that's good or bad.
Back in college on a distributed systems course, one of the projects was exactly to build that because the professor wanted to produce somewhere between UDP (more than) to TCP (less than).
On the other hand they, the w3c and the browser vendors, are working on unreliable (ie, UDP) peer to peer standard based off the WebRTC stuff so for those applications that can tolerate the unreliableness (ie, voip, video and real time games) it's not far off.