teceem: It only sounded "fake" because of the composition and/or sound source(s); not because of the MIDI protocol. Many/most of current game (or movie) soundtracks are still made using MIDI (or similar inside a DAW).
I wouldn't say movies, those usually use a real orchestra. In games it's more often the case, but also very often it's a mix of synthesized music and some real instruments.
Sadly a lot of people these days only know Microsofts shitty Windows MIDI software emulation which really is just there for the sake of it.
Back when it was modern technology, cards like Terratec had a 4 MB soundfont bank and a real MPU401 chip on them. The Terratec samples were among the best back then. I never really liked the Roland sound, it was way too spacy and synthetic. But Roland
did co-define the standard which later all MIDI devices used.
I had a SB16 for sound and a Terratec Maestro 32 with deactivated sound module, but active MIDI board which I passed through the Soundblaster :)
AWE (first 32, then 64) was designed to use flexible wavetables, but sadly died rather quickly due to the changes in Windows.
The fun thing about MIDI was that all people had different hardware and therefore the games sounded different on every computer.
These days for DOS and ScummVM games I use - if supported - the excellent Software VirtualMIDISynth and ~500 MB of samples (Arachno and HQ Orchestra, 8MB-Soundblaster as backup). Also some older Windows games on GOG use MIDI, but are set to Adlib. It pays off to change the configuration and direct them to the MIDI emulator.
I also have a USB cable to connect a external keyboard which acts as MIDI device for games, like it was done with the old Roland devices.