Why are major story developments being locked behind out of game tools still?
All it's all good and clever, but how many non-forum users are (if they ever reached the alien base, find a UA and UP.) going to hear that audio clip and think to put it through a spectrograph in the first place?
I would probably have
thought to do it, just because there's been a previous occurrence of it.
Whether I
would have done it is open to considerably more debate though and that's speaking as someone who is fortunate enough to have music production software on his PC and so would have the option of doing so.
If we start with the total player base, reduce to the number of people who might think of the need to use a spectrograph to begin with, then reduce to the number of people who are able to access suitable software, I suspect we're into 100-200 tops. The game has shipped 2 million copies without taking into account any PS4 sales. That's content relating to the major plot development of 2.4 which is being pitched at a very, very small proportion of players.
My opinion of it as a way of delivering content would ultimately depend on how key to the whole mystery/plot the spectrograph actually is. If it's the only way that the information is to be delivered, making it key to moving the whole plot forward, frankly I'd think it was abject insanity to deliver content like tat through an out-of-game mechanic which is accessible to a tiny proportion of the player base.
If it's just a bit of an easter egg being chucked in for the Canonn chaps and the key information will also be made available through other routes to give players who
aren't always thinking about running game sound files through external analysis software to decode pictures a chance to do something other than read about what Canonn did on a website, I'm sure some people will still be irritated by it and see it as preferential treatment of some kind but I can't get that worked up about it.
To actually answer your question though, no unless this is going to be a common delivery method for future content as otherwise it would be a waste of dev time. I can actually see a case for adding a number of analysis modules as part of an update to exploration gameplay (not to mention a tricorder equivalent when/if some form of walking around is included) but I can't say that the time needed to even take something like a licenced third-party module and build it into the game interface, let alone actually code one from scratch, would be worthwhile if its use would be limited to once-a-year plot advancement.