Does a Game Have To Fail To Get a Real Ending?
After the closure of Tabula Rasa over the weekend, the Opposable Thumbs blog asks if that's what it takes for a game to have an actual ending these days. Quoting: "It's no surprise that most games hope for a sequel, as it's the easiest way to get some of that money back while taking advantage of the staff, engine, assets, and other advantages you've banked while creating the first title. The problem? This has lead to a generation of cliff-hangers at worst, and endings that hedge their bets at best. ... As all the game's characters die, as the servers are shut down, as the data is erased or backed up and then boxed or whatever happens to MMO data once the game is done, it's hard not to be a little sad. The sights and sounds of the world of Tabula Rasa are gone, forever. All the memories written into those ones and zeroes will quickly be forgotten, and no one will walk those grounds again." Massively put together a few screenshots and videos to commemorate the ending of the game.
I'd go broader than games. Pretty much any mass market entertainment these days has to fail to get a real ending, and even then it doesn't usually manage it.
When was the last time you went to the cinema to watch a major release that didn't end with a blatant hook for a sequel? When was the last time you saw a TV show end without some form of cliff-hanger? And yes... when was the last time you saw a game end without a plug for a sequel?
I think TV has it worst. The push to wring as many seasons as possible out of a particular intellectual property has destroyed the capability of a generation of screenwriters to actually write an ending for a story. They write a strong beginning to get people going, then just sit down and churn out "middle" for season after season until the ratings drop and the network starts to swing the axe. Then, if possible, they write in an ending from whatever point in the story they'd managed to get up to.
I remember when I got into watching anime, back in around 2001, the first thing that struck me was that many series did actually have endings. Sure, in some cases the endings were incomprehensible, but at least they were there. However, even with anime, as time has gone one, the classic stand-alone 13 or 26 episode series has fallen from favour in recent years.
The problem is that we are creating a body of cultural products which will not stand the test of time. Now, ok, you can write off 95% (at least) of modern pop culture as ephemera, but it would still be nice to think that we might actually be creating a few things that will still be watched, read or played in fifty years time (and beyond). But unless things have ending, it just won't happen.
Can you imagine if Hamlet never came to an end (ok, if you've ever sat through a bad student production, it might have felt like that) but instead ran on for 17 plays, with 8-12 comprising the little-loved Finland arc, play 4 introducing a new love interest who got written out in play 9 and then the whole thing stopped abruptly after play 17 because the Globe burned down? How many modern TV stories have been ruined by this kind of thing? The X-Files? Lost? Buffy?
Ironically, given what sparked this discussion, MMOs don't actually need an ending. They're not usually intended as a story as such - more as an ongoing, but usually static, world that players participate in. They generally kind of exist in the same continuity-free zones as daily-gag comic strips in newspapers and the like. That they ended Tabula Rasa in the way they did is actually kind of cool and probably rather better than the shoddy game deserved.