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The Mass Effect on my Brain (SPOILERS GALORE)

Mar 17 2012

It begins

Like most nerds of my generation, I like to mess around with a few different hobbies and skills when I’m not at work. I write (fiction mostly, but also this ranting nonsense blog), I play and write music, and I work on and play video games. Thanks to a how busy I’ve been lately, I pretty much only have time to PLAY games. It’s still a hobby, don’t judge me.

Because of this, I like to watch shows like Extra Credits that explore the intricate, inter-related nature of all these individual skills. They have a few episodes where they talk about games you should see as examples of attaining actual Art (capitalized intentionally) in the medium of games. They suggested I check out Mass Effect, and much to my current level of pain and grief, I did. The final chapter in the trilogy (which just came out March 6th) was on the way, so I said what the hell, and purchased the previous two installments on steam so I could dive straight in. (Do you remember on Duck Tales how Scrooge always jumped into a pile of money? I don’t think it works that way, I think this would happen. I knew I wasn’t the only one who thought that as a kid)

Anyway, now that I’ve given plenty of introduction, I will say that the below content contains A GREAT DEAL OF SPOILERS. If you haven’t played all three, or at least the end of the third, turn back now.

First Impressions — Mass Effect 1

It was everything they promised and more. Tons of unique options, including the ability to play through the game in a variety of greatly differing play styles. Loads of unique dialog options, excellent writing, incredible unified aesthetics… I was in nerd heaven. I had the right dosage of action to feel like I was a raging badass when beating things with my weapons, and felt like a tactical genius when I used the puzzle and RPG elements to my advantage. Neither of these are probably true, but I FELT like they were. That’s a win for me and the developer. I had the option to customize my character in any number of ways, and ultimately wound up going with the default face and playing as a soldier (although I changed my first name from John to Jericho. I still think that sounds badass, but again: probably not. Don’t care.). I also went as “paragon” as possible, just to experience the game on that level. By the end, I was amazed at how much I’d somehow managed to miss trying to get through it. Needless to say, I was ready for more, but felt a little sad that I hadn’t seen some of the extra companion quests.

Second wind — Mass Effect 2

This time, I didn’t want to miss anything. I knew I’d jumped over a great deal of side content in the first game, so I went out of my way to finish every loyalty quest I could get. Cautious of spoilers, I didn’t want to look online too much, but Danielle’s obsessive nature played to our mutual advantage and she became the Oracle to my Batman. We played through as much as we could so I could get the exact end results I wanted. I wanted to save everyone: I genuinely cared about them. The writers and creators had humanized them so well that I gave a crap what happened to them. As someone playing Paragon, this worked even more to my advantage, because I felt like I was actually being rewarded for my care. I went out of my way in every possible opportunity in order to help them. I was happy to see the little tie-ins from the previous game, and how my decisions mostly came into play. That being said, there were only a few major plot points that came across. By the end, I felt incredibly satisfied and ready to win an impossible war against the reapers.

It’s finally here! — Mass Effect 3

The whole reason I even bothered to buy the games in the first place arrived! After some requisite fussing with Gamestop, EA, and Bioware, I was able to get it and all of my DLC installed (that’s a rant for another day, but this whole thing made me think pre-ordering from Gamestop was a bad idea). On to the game: To say I was a completionist would be a ridiculous understatement. To say that I wasn’t rewarded would be a bald-faced lie. Even little minor quests from the second and first game came back to me as I gathered assets for war. People I’d forgotten until they came back sent me e-mails to let me know they were fighting on my side. The impossible war felt like it was damn near doable. When Thane died, I teared up. When I shot bottles on the citadel with Garrus, I laughed. When Ashley finally realized I hadn’t changed, we reunited in our relationship and it was awesome, and Danielle made those excited girl sounds when she saw them come together, so it was doubly satisfying. When I failed to save the Asari homeworld, I felt it as a personal loss. When my companions lifted me back up, I felt like a big damned hero. So by the end, with my full army by my side, I marched into the gates of hell. I finally finished the game.

Denial

After picking the “red” ending, Danielle and I sat in rapt attention and watched the events unfold. As a paragon, it was a bizarre choice, but I knew that I had saved not too long ago and it wouldn’t be too long before I could try another one. Danielle had read spoilers and was leading me towards the “red” ending, because she knew with my scores that I’d likely survive the destruction of the citadel. This made her happy, so I went with it. But I wasn’t happy. This wasn’t how it was supposed to end. So I went back, and I picked the “blue” ending, which was my preferred paragon ending. I was sure that there’d be more closure if I picked this one, because I’d chosen to sacrifice myself for my people. The red ending is selfish towards organics, and not long-sighted. Organics will build new machines that will kill them, and I’d spent way too much time helping the Geth and learning that they were not evil to just abandon them. If we were going to break the cycle, cooperation was the only way, even if it meant my death. I assumed this ending would maybe show me how they lived on, what happened to them. But I was wrong. This couldn’t be right. We spent hours on google trying to discern the meaning of it, trying to understand if we’d done something *wrong*. It’s very important that I impress upon you how that affected me. I felt personal failure for seeing an unsatisfying ending: I thought it was my fault. I can’t let this happen. It’s not happening.

Anger

This is bullshit! I spent so many goddamn hours trying to get this game to do what I wanted. I sacrificed myself for the good of the galaxy, and all I get is a super-vague and crappy clip show for an ending? What happened to all the alliance of races still in the solar system? With this ending, I had spent so much time building an alliance between the Geth and Quarians, and I sacrificed myself to save them both. Surely, with all of our combined resources (pretty much maxed out the assets), we could rebuild the mass relays and usher in a new era of prosperity, right? Maybe. Who the hell knows? Buzz Aldrin just tells some asexual kid that the stars are all over the place and there’s a ton of shit there. Who cares? What the fuck happened to all of those careful choices I made? Who the fuck do these Bioware assholes think they are? They spent all this time bringing up stuff I did in the last two games to just bail on an ending and not give me any form of epilogue at all?

Bargaining

Okay, so I looked it up, and there’s more DLC coming out. Maybe it’ll explain what happened. Hell, maybe my Shepard got absorbed into the consciousness of the Catalyst, and now instead of being a creepy little kid ghost, it’s me, and I help people understand they have something to live for. Or maybe, they’ll make some new explanations about what’s going on. I just found out there’s actually a petition online for people who want Bioware to change the ending into more satisfying options. Hell, at the end of Dragon Age, they at least told me what my choices wound up accomplishing, I’d be fine with just that. I agree it’s a little entitled to say we have the right to change someone else’s creation. I’m not that angry now, but let’s come to some kind of agreement here. Just give me a little closure, that’s all I need.

Depression

I was betrayed. They promised us so much when this game was coming out. Danielle refuses to even play through the rest of the first and second game because all she has to look forward to is this depressing crap of an ending. And she’s right: what’s the point? If I’d have known it was going to be that crappy of an ending, I’d probably not have wasted the 80+ hours it took to get through all three games. I certainly wouldn’t have done all that I did to make it “right.” I don’t even know if what I did accomplished anything. How would I know? Who cares. This game was stupid. The commercials are dumb. Bioware are murderers of souls.

Acceptance

Alright, it’s their game. They’ve already changed their stance from “the ending is exactly what we wanted it to be, no explanation needed” to “okay, we’ll discuss it, but let more people finish it first.” They probably realize that people are judging them not for their choice to make a potentially depressing ending, but make an ending that came across as lazy compared to all the other work they did. Whatever happens, it was a good ride, and I should be thankful for the experiences I had. I still have some questions, and I’m a little wary about the way they treat their characters, but life goes on.

Actual Criticism

Not until I’d mourned the passing of the game did I realize exactly what I had done. Maybe I was mourning the death of my character, maybe it was that I realized this entire process had happened because I’d felt genuinely attached to something that had to come to a complete close. All in all, it was a great experience, but to be fair it was just a game. I was taking it a bit too seriously. But only now, once I realized I’ve gotten over my overdramatic grief, do I understand why I felt it in the first place.

People have brought up a host of complaints about the ending, and while I think all opinions are valid, it’s easy to see the opposing view on most of them.

Why just pick one of three endings?

This argument is summed up pretty well by the picture here. We were told that the ending of the game would be determined by our choices throughout it, but in reality, we only had one of three choices in the end, and those are the endings you get. People compared it to Deus Ex: Human Revolution, which is ironic because there’s also a Deus Ex Machina at the end of both of those games (and in both games it’s pretty intentional). I can understand that, but I never really saw it happening this way. I knew that as a writer, no matter how many loose ends are frayed and how many individual paths have been opened, if you want a symmetrical storyline, those paths have to converge. The climax has to lead to some kind of resolution, and that resolution has to be the answer to the question asked in the first act: can “synthetics” and “organics” ever get along? Ultimately, I think you really have to answer that yourself, and because of that, they wanted to give you the ultimate power, no matter who you were or what you did, to make that decision in the end. I think if those three endings were all possible before the end, and your choices forced one of them to happen rather than choosing at the end, people would have been just as pissed. It calls into question the premise of the entire work: why bother asking this question if the solution is the death of everything? And that leads to:

Why would a machine murder us with machines to prevent us from being murdered by machines?

Yes, this is funny, and is a good line, but I have to say it’s a massive oversimplification. Yes, the end result is that a lot of people are efficiently “harvested” at the end of each cycle, but the machine logic for it is very simple to understand if you also bring into account the other theme brought up: do the needs of the many outweigh the needs of the few? The cold calculus of war, as Garrus put it, ultimately comes into play, and I think it’s an important aspect of the game. The relatively short period of pain keeps every form of sentient life from being wiped out.  This also calls into question the cycles themselves. This has happened every 50,000 years for countless cycles, why is this one different? Was it the humans? Was the paragon’s ability to unite all people against a common foe, or the renegade’s ruthless tenacity to survive and let no one be in their way the ultimate deciding factor in the war? For me, I like to believe that uniting the Geth with their creators proved synthetics and organics could live in harmoy for the mutual benefit of both parties. Legion wore my armor: perhaps he knew that I was different from other humans just like he was different from other Geths. Maybe the whole point of this is that the cold calculus of war ultimately leads to nothing but suffering. In that context, the red ending is just a delaying of the inevitable. The green ending is forcing the galaxy to get along against their will. The blue ending is only controlling the reapers to move away for now, but maybe since they’re controlled by the will of my version of Shepard, they go out into the world and rebuild the mass relays, uniting synthetics and organics once again. Or maybe they come back and murder everyone. But I like to believe (as a paragon) that their job is no longer necessary.

But what about those relays? In arrival, one blowing up destroyed an entire star system. Why not now?

From the standpoint of the fan, I completely understand this logic. But remember: in arrival, Shepard crashed an asteroid into the Mass Relay. The mass effect generator had a core meltdown, and it released energy all over the star system. As the catalyst explains it to you, using the crucible actually requires the energy of those mass effect cores. In the process, you completely drain that energy to convert it into blue, green, or red energy to do what you wanted. I think that’s the point: this is the only way you could spread that out across the entire galaxy and have it all have its effect.

My personal opinion

If you haven’t had the chance to check it out, see if you can watch the Extra Credits on proper pacing. In it, they describe the flow of a beautiful and well-crafted plot. There are a variety of peaks and valleys, but in the end, they go into explaining how the viewer/reader/gamer needs some form of closure. They need to feel like the plot is summed up and that everything worked out in the end, for better or worse. The example they give is Star Wars episode IV: A New Hope. In the end, we are treated to a long scene in which our heroes are given special awards for their achievement. It really serves no narrative purpose: we don’t get any kind of new information, other than the fact that Luke apparently has a weird 70s racing jacket he never wears before or after this scene. But it’s important: we get a few character moments, like Han’s wink, R2-D2′s jaunty little shake, and Chewie’s trademark victory graawuwufllruf. We use this information to understand the characters as well as the events they’ve just witnessed and been a part of. I don’t feel like Bioware gave us that. I understand that they really wanted to wrap the sequence of events from the first three games into the context of a much larger narrative, in which The Shepard is only a small part of that story. Perhaps he was a very important part of it, and maybe the events of the last game are subject to change, due to the fact the Star Gazer says some events were lost to time. But I still don’t know what happened to my friends. And that disappoints me. The whole reason I cared about the game, the whole reason I cared about the universe was my connection to those characters. That connection was pretty rudely severed, and maybe that’s the point. Maybe the true cost of the sacrifice of a hero is not knowing if their wild plan came to fruition. Maybe the real cost is not knowing if your life meant anything. And maybe that’s a valid point to make, but I’ll never grant that it was a satisfying one.

Honesty

Jan 31 2011

So my resolution this New Year was perhaps a bit too broad. I had basically three different parts of my life I wanted to improve: my health, my career, and my creativity. All of these I found to be in some ways expressions of who I am, who I was, and who I want to be. For my health, I decided to make more of a concerted effort to follow a diet, which in this case was weight watchers, because I can simply count the various different things I’m putting in my body to hold myself accountable for my actions. I also wanted to work out more often in order to get into a basically “good” shape, and I didn’t specify to myself how I would do it, other than guarantee I would work out at least three times a week, no matter what days or order they came in. For my career, I decided I would push myself to do things that scared me, including working harder than I’ve ever worked before, and be willing to make drastic decisions regarding my career path. Finally, for my creativity I decided I would read, write, compose, or practice an instrument at least once a day.

So far, I’m amazed at how well I’ve kept up with all of these things. And the reason, I’ve realized, is because I’ve been truthfully, brutally honest with myself. I haven’t been as honest with everyone else, so I’ve decided to start sharing this stuff on the most public and potentially embarrassing place possible: the internet.

In the last couple of months, I’ve:

  1. worked out at least three times a week, in some cases five
  2. lost about fourteen pounds
  3. quit my job (because I realized I wasn’t doing what I wanted to do and accepted a job closer to where I wanted to be)
  4. written three short stories, over thirty poems, three pieces of music
  5. practiced piano, bass, guitar, and tin whistle

In spite of all of this: I feel like I have not yet come close to the spirit of my resolution. Why?

I have lacked honesty. I have lacked truth and the ability to express it in my personal and professional lives. Recently, I read an interview with Francis Ford Coppola, and it’s been running through my mind a great deal in the past couple of days. He said two things that really struck me, so I’ll just quote them both and then go into why they’re so important to this realization.

In the old days, 200 years ago, if you were a composer, the only way you could make money was to travel with the orchestra and be the conductor, because then you’d be paid as a musician. There was no recording. There were no record royalties. So I would say, “Try to disconnect the idea of cinema with the idea of making a living and money.” Because there are ways around it.

What’s the best piece of advice you’ve given to your children, inside and outside of the industry?
Always make your work be personal.

And, you never have to lie. If you lie, you will only trip yourself up. You will always get caught in a lie. It is very important for an artist not to lie, and most important is not to lie to yourself. There are some questions that are inappropriate to ask, and rather than lie, I will not answer them because it’s not a question I accept. So many times we are asked things in our work or in life that you want to lie, and all you have to do is say, “No, that is an improper question.”

I wake up some mornings and wonder where I am, or more importantly how the hell I got here. I graduated one of the hardest music composition programs in the country in four years with honors and no debt, and I was so completely sure throughout that time that I would be destined for musical greatness that I never really paused to think about what that even meant. I saw myself living in a loft in the city with nothing but my bass to keep me company, hunched over scores, or perhaps against the glow of a flickering crt monitor plugged into a desktop on its last legs as I struggled to create my true art.

And here I am, sitting comfortably in a suede chair in the living room of my two-story home, staring at an embarrassingly expensive gaming laptop and writing about my wasted potential. I have become a parody of myself, and I couldn’t figure out why for the longest time.

Now don’t get the wrong impression, I’m not wealthy; I’m barely living paycheck to paycheck against a mountain of student and personal debt, some of which I inherited from my wife, some of which I racked up before I was responsible enough to not live above my means. I have this house because of a government tax credit and a loan from my parents, and I am on this laptop because my company was willing to finance it for a year with no interest for me. As a matter of fact, this comfy sofa is a hand-down from my parents (it didn’t go with their new wood floor). BUT: I write code for 8+ hours a day, most of which thus far powers completely deprecated and inefficient systems in an industry I simply have very little to no interest in (disclaimer : anyone who works for any successful company in any industry knows their app is a kludge, and it’s probably a very profitable kludge). Anyone who knew me from sophomore year of high school to my graduation from UNT would be amazed that I haven’t spontaneously combusted in irony, or that the word “sellout” is not branded to my forehead.

But now I have to step back and realize exactly what has happened and who I’ve become. I’m actually sitting here, for real, and I can actually see and feel all of these things: so this is not the illusion. The dream of working on movie scores or video game music and being a respected musician was the lie. My true art would be laughed out of Hollywood or any “serious” game industry professional’s office. Why? Because it’s not honest.

I think the problem never had to do with me not having the skills or dedication. My ultimate, stinky, sweaty fear under all of those pretty and dressed up excuses was that I would be bound to a lose/lose conundrum. Either I would suffer for an eternity for no ultimate success or reason, or I would be vastly successful and hate myself for what I had allowed myself to become. I would have twisted the thing that has inspired my deepest reserves of personal passion and dedication into some kind of commercialized monstrosity in order to survive to make more, or I’d starve to death (which when you’re married is actually killing two people, more if you have kids). And then it struck me: this sudden clarity came from my personal dedication to this new resolution.

I was honest with myself about my weight. I didn’t feel attractive, healthy, or energetic any more. Being married, you stop worrying about attracting the opposite sex nearly as much, but deep down you’re the same insecure squirming kid you were in the seventh grade, hoping that no one noticed you just pick a wedgie. And how better to better myself than to devote my time and energy to honestly doing the things I’d always wanted to do? I bought a heavy bag (which I’ve wanted since I saw Rocky as a kid), started hitting the gym and the exercise bike and I’ve felt leagues better because I finally told myself the freaking TRUTH: Nathan, you’re a fatass. Do something about it.

I was honest with myself about my career. I got praise at almost every review, and was constantly being told by my co-workers that my input was needed and valued on almost every aspect of development. They told me that I was being considered for a senior position, to be a decision-maker on the system, and I was amazed at how much that failed to inspire me. I finally was honest with myself and asked a very important question: if you work these sixty hour weeks for another year and make it to a senior developer position are you still going to be in the same incredibly restrictive industry, doing business logic that makes people fall asleep when you explain what you do for a living? Being brutally honest, I said yes. So when a friend said his company was looking to fill a designer/front-end developer job, I had to admit it was time to make a change. A terrifying and potentially disastrous (for me) change. And I did.

I was honest with myself about my talent. I told myself for so long that I simply didn’t have the time to work on new designs, write new stories and songs, and practice one of the more than ten instruments I have lying around in the house. I would pine for the opportunity to go and play them or sit down and write, and every time I would stare at a blank screen or just noodle around with songs I’d played a thousand times, and went back to playing video games or watching TV, letting my mind wander to things that were in no way constructive or helpful. For this, I have to thank my wife, who is now living her dream. I was playing a really hard guitar song on Rock Band 3 and said “I wish I had the real guitar controller… or even better that I was just playing guitar right now.” She looked at me as though I had been replaced by some kind of 50s sci-fi monster and said “then… go play your guitar.”

She has said something similar to me for years, but sitting at her computer with her tablet in her lap working on a commission made me realize: 1) Holy shit. 2) I’m an idiot.

So most importantly, I got really honest with myself about my life. No, it’s not going to be easy. No, it’s not going to be cheap, and it’s not going to be fast. But I’m going to start working on myself a lot more aggressively. I’m going to start being the man I want to be, one step at a time. And the most important step, right here and right now, is being absolutely, breathtakingly, irrevocably honest with myself and everyone else. Da Vinci had Pope Alexander VI’s son, and various other patrons to pay his bills as he created everything he ever wanted to. Charles Ives sold insurance to finance his career and support his family. I can’t compare myself to such legends of the things I respect, at least not if I’m being honest with myself.

But maybe in a few years, I can say I even came close to that. Being honest, I may fail. I may end up fading into obscurity like everyone else who wanted to make their mark on the world. But being honest: I’m okay with that. At the very very least, I’m going to try. I’m never going to stop trying. Being honest with myself, I may not always rise to that challenge, I may have to put off this nebulous dream for years at a time. But living with purpose is a full-time job, and sometimes you need weekends off.

New Site!

Nov 07 2010

I’ve been trying to do this for the last few months, and finally saw enough inspiration to convince me to go ahead with the process of updating my blog template and moving back to a fairly standard wordpress install.

Why?

The issue I’ve found myself combating for the last few months is that I haven’t been able to find inspiration to write blogs or work with individual new concepts, and I figured forcing myself to go forward with one would help me grow beyond my current skillset, both in web development and writing. I also needed to work hard to get my skills up in Search Engine optimization, installing Google Analytics and coming up with some new ways of generating traffic. I’d also like to experiment with bringing in some ad revenue, and the best way to do that is to guarantee that you have certain types of traffic, and a new web design can get just that.

How

Overall, at the very basic level, this blog is about dividing my interests into three main categories: music, web development, and writing. I tend to get the most visits for these three topics, and they happen to be my favorite three things to blog about, so it works out doubly in my favor. There will still be rants about politics, philosophy and so forth… but they will not be the primary focus of my blog. Most individual posts in those categories will be organized using tags, and that will allow people to find things that specifically interest them, either by using the tag cloud on the right side bar or by searching for those tags specifically.

What?

This template was built using an html5 template that I developed myself. It validates (as much as you can validate html5) using the html5 validator on validator.nu. It uses a very minimal number of image resources in order to load more quickly and accessibly for most browsers (four images for the nav, one for my portrait, one for twitter and one for rss, and the background). These images are available on all pages so they maximize the cached amount of resources, and I use CSS3 gradients with solid colors and filter gradients as fallbacks. The widths of the site are dynamic, so it loads comfortably in a large variety of resolutions. I have tested it all the way up to 2400 pixels wide and all the way down to my G1′s 640 pixels at wide resolution.

Conclusion

So take a look around, see if you find anything interesting! If you do, comment on it. If you don’t, send me an e-mail or comment on something to let me know you’d like to see more!

LOTRO Music – .abc or not tobc

Nov 02 2010

I’ve been spending a lot of time trying to decide whether or not I want to continue my work on a dynamic music engine for a video game system, but I need to determine which language it’ll be in and decide how to integrate it with an existing game engine… so in the mean-time I’m doing a lot of “research” (read– playing video games with my headphones on).

Lord of the Rings Online (which recently went free to play, so go check it out if you have a second) has a surprisingly interesting music system. You can play instruments in-game by equipping an appropriate instrument and then doing one of two things. You can bind certain keys on the keyboard (or mouse, gamepad, etc) to certain notes, and then when you enter music mode, your character will play those notes. The other way is that you can load .abc files up from a command-line-like interface (/play filename.abc).

There are certainly some interesting things to say about it, so I’ll break my comments up into pros and cons.

Pros

  • The system allows you to synchronize with other players and play music together. The fundamental mechanism of this relies on you both having either the same text file or text files that were designed to be parts for each other. ABC Notation utilizes a key and time signature at the beginning of the file, so these must be the same in order to work.
  • It actually stays pretty faithful to a lot of the conventions of the (admittedly) limited ABC system, including chords, multiple layers of moving parts, and transposition.
  • There are a lot of tools out there ready-made to bind midi inputs to key binds, which allows you to plug in any midi controller that you’re comfortable with and start playing. This overcomes the limitations of “nth-key” rollover on your standard computer keyboard.
  • Sites like The Fat Lute exist to make a much more interesting set of repertoire available to the LOTRO player.
  • Little eighth notes float up above your player as you play, and follow a slightly curved path. The notes are colored based on your instrument. This could have been cooler if they changed color based on your note or moved slower or faster, but it’s still a neat effect, and it makes it obvious when someone is spamming some pop song in a public space.
  • As hinted before, you can hear player music, which can be adjusted with the volume sliders. This is very handy, especially with pick-up-groups of people who choose to randomly play the Ghostbusters theme on bagpipes every time the group stops moving.

Cons

  • Some of the instruments (mostly the wind ones) are HORRENDOUSLY out of tune. At first, I thought they were trying to mimic the conventions of Just Intonation which would keep a pretty good historical perspective. This is unfortunately not the case, it seems like it just gets more out of tune the further you stray from C-4 or C-3 (depending on the instrument). This leads me to believe they employ an erroneous method of re-sampling, or they are using a limited number of samples stretched over a long range, or both.
  • There is no real standardization for drum notation in ABC, which is remarked on in the drums section of The Fat Lute. A drum standardization project is supposedly in the works, but I haven’t seen any progress on it in years.
  • They attempt to account for lag, but all of the processes by which they do it cause some serious issues. Turning off quantization makes the system more responsive, but also makes it all but impossible to synchronize with other players. Using the in-game synchronized .abc performance is the only way to make it work, and that has a series of limitations.

Conclusion

Honestly, I really enjoy the fact they included this feature. My main curiosity is why they didn’t use a more standardized system like MIDI. That would be incredibly easy to supplement with any number of instruments via simple soundfonts, and there are already a HUGE number of libraries in place to utilize both of these sytems.

In the end, the game is full of stuff that most MMOs don’t bother to try, and I think that is really boosted by the Tolkien setting. But like most other games, the developers made decisions most likely based on what was easiest or most cost-effective to utilize.