Ages ago, I spoke to a friend about “endgames.”
He blinked. “What do you mean? Like, when you can play the credit roll during a video game?”
“No. It’s just a term of mine, used for an ending that’s really . . . like, well done.”
I don’t remember how he replied or how the rest of my explanation went, but I remember his eyes narrowing.
Because it was ages ago and I wasn’t making sense, horrible as I was (and still am) at talking to people in person.
What I should’ve said was, “Endgames are endings for anything — movies, games, novels especially — that are given a ton of gravity and romance.
“In my mind, these endings lock you in; a good endgame starts well before whatever story you’re playing or reading has ended — and, by sheer will of its awesomeness, it keeps you watching/reading/playing, everything else be damned.”
At the time, I’d offered the end of Super Metroid as an example; the moment you reach Tourian and start destroying metroids (particularly the moment you reach the hatchling), there’s no going back.
And, now, I suppose that’s the best definition of “endgame”: a well-executed conclusion, beginning well before the credit roll or final page, from which there is no return, as the endgame is perfectly crafted to keep you playing/watching/reading.
As opposed to a normal ending: a final boss and a credit roll for a video game, a simple conclusion for a movie, a traditional climax and epilogue for a novel.
For a movie example, I can’t help being a predictable, millennial, comic book jackass and pointing to The Avengers. I haven’t seen that movie in years, but the 40-minute invasion of New York is a clear example of a movie endgame. The invasion is (arguably?) the best part of the movie, providing a ton of awesome moments that keep you watching straight through.
For a video game example, Breath of the Wild has a super epic endgame that starts when you venture into Hyrule Castle, finally ready to fight the Calamity. This one goes the full mile though; there’s unique music, journals around the castle — even a gameplay element that isn’t used anywhere else in the game. It’s a weird one because you can walk away from it, but it’s extremely hard to do so once you’re in it, and that’s what endgames are all about.
For a fiction example though, I won’t provide one great example . . .
. . . because I’d rather point out that, seriously, awesome endgames are . . . everywhere in fantasy.
Remember reading Harry Potter? Remember getting to the last 100 pages of any of those books and just . . . not being able to stop?
Or maybe you’ve read Abhorsen by Garth Nix? Ya know, the last installment of a really awesome YA fantasy series, the endgame of which has 100 pages that span 10 minutes of in-story time? And it’s amazing?
Seriously, I don’t know if it’s just easier to make awesome endgames for novels (if hooking readers for hundreds of pages at the end is second nature for writers), but I feel like endgames are a key feature of a great fantasy novel.
Because — to be clear — I’ve read general fiction novels that didn’t lose anything by not having endgames. I’m not, by any means, saying that Pride and Prejudice actually needed a final showdown with goddamn zombies.
But, when I write fantasy, with the aim of making it entertaining and actiony (my short stories are always dramatic, it turns out, so not those), I always feel like endgames are essential.
Because I’m a man who just wants to write something awesome. And, I don’t know a better way to do that than by taking all of the beats of a story and tying them to tons of non-stop catharsis at the very end. That at least seems like an awesome way to end a fun fantasy novel — every time.
Unless, of course, you do an endgame poorly.
And, I mean, let’s be real here: I’ve absolutely written a terrible endgame.
How? Well, I don’t remember how long it was, but I can say for sure that the endgame in War of Exiles was way, way too long.
In the same way that Metal Gear Solid 3: Snake Eater had a terrible endgame because it was way, way too long. Trying to make an endgame feel epic is all fine, but it’s super easy to over-stuff your endgame, making it a bloated mess (cause, seriously, why was there an escort quest at the end of Snake Eater? Why!?).
So, I guess I’m saying . . . here’s to this phenomenon that I love — so much that I made up a term for it. I’ve loved and studied endgames in all media for a long time, and I think that they’re worth examining as a writing technique on their own.
At the very least, consider this: the next time you watch, play, or read something that has a really awesome conclusion that was given a ton of love and majesty, maybe just stop and think about how much you loved it. And why.
And so it was that Louis Santiago’s blog became “LetsTalkAbout.com.”
Seriously, I’m itching to get back to other series, particularly Writer’s Workshop and Let’s Make, so look for those in the weeks to come.
For now though, thank you for reading. I’ve been meaning to write about endgames on here for a really long time, and I hope this post adds a little complexity to how you think of conclusions in general.
For anyone new to the site, my name is Louis Santiago, and I’m a fantasy writer based in the Bronx. My short story, “Aixa the Hexcaster,” was published last year in Mirror Dance Fantasy. However, I’m still very much learning about the writing process–still trying to figure it out–which means posting here every week, even though I make absolutely no money from it. So, if you like what you read here and feel up to getting updates by email – a new post from me delivered right to your inbox – then please hit the Follow button at the bottom of this page. Because, even though all I get from this site is emotional support, that support means the world to me.
But, either way, thank you again just for stopping by. And, as always, write well.